• Flamekebab@piefed.social
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    4 hours ago

    The criticism was frequently that they made 1000 planets but that it would have been better if they’d focused on making 5 good ones

    I take zero issue with this! I think you’re misunderstanding my point.

    Putting the metaphorical supplies 50m away is what they found led to the best pacing

    I’m not talking about a metaphorical 50m, I’m talking in the game world 50m. It’s not an analogy for game design, I mean in a very literal sense that the worlds are a bit too small for my tastes.

    I’m not talking about density of content or the number of locations in a game. I am talking about the level of size scaling that has been applied. Too small and I cannot get immersed, too large and it makes for a tedious play experience (that’s why I cited True Crime: Streets of LA, that uses 1:1 scaling for LA and as a result has a lousy overworld).

    For my tastes the balance currently leans too heavily towards ludicrously small in many games. I quite liked the scale of the Watch_Dogs games, as a counter example.

    Hell, it’d be cool if there was an engine that used something like content-aware scaling to adjust the distances to player preferences. Some people want a slog (that seems to be Death Stranding’s deal) and others want Wannado City.

    so suspend your disbelief a bit

    If this was advice I was able to act on then we wouldn’t be having this conversation. If this was an option, I’d do it! Do you think I enjoy being frustrated at this?! No! I wish it didn’t bother me! It’s a nuisance and gets in the way of fun!

    • ampersandrew@lemmy.world
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      4 hours ago

      I’m not talking about a metaphorical 50m, I’m talking in the game world 50m. It’s not an analogy for game design, I mean in a very literal sense that the worlds are a bit too small for my tastes.

      But the size of the world is a part of the game design. What’s too big for The Outer Worlds might be just fine for Mad Max simply because one of those games lets you drive a car. The distance that those supplies can be away from where you start is dictated by what mechanics you have at your disposal to get there. It’s metaphorical because we’re talking about any time a game makes a decision like this with relation to how they scale their game world, not just that one time that you measured it out to be 50m.

      I do think it’s worth examining why this is harder for you to suspend disbelief than other things in video games. You suspend disbelief every time your character loses or gains hit points rather than suffering actual injuries that need time to heal. You suspend disbelief any time you play a game in a real world city that isn’t represented in 1:1 scale (that’s basically all of them) like The Division or Spider-Man. So to the same end, I’ll take those supplies that are 50m away and it’s somehow too far for the quest giver to go get them, because it’s best for the design of the game, just like the scale of the world that they built.