villain of the story
Arcane
Perhaps MayDay was talking specifically about AssCreed and similar games? There's no real exploration in AssCreed series, since the cities, despite their simulated glory, offer nothing to the players in the way of exploration. You have a limited range of items and the only unique weapons, so to say, can be bought from vendors and everything of interest is GPS'ed on the map anyway so you won't discover new stuff.
Still, if there aren't clues to motivate the player to go exploring in the first place, it's huge time sink. Baldur's Gate and Beregost in BG1, for instance. The only incentive to go exploring there was "I'm sure I'll find some goodies in here so let's raid the smallest shit hole I can find!". That's just bad design.
How do those two games handle city exploration?
Subway in Tarant: exchanging one dysfunctional feature for another. Kiosks didn't have the best possible placement and walking to and from kiosks could be just as time-wasting. It's what I think is developers doing their best tomake sure force the players get to experience and enjoy a city that they were enamoured with to have designed, so she would get her prime-time spotlight by the players.
Though it's possible I remember Caladon and Ashbury larger than they were. Perhaps large enough to be walking simulators but small enough to somehow justify it?
Still, if there aren't clues to motivate the player to go exploring in the first place, it's huge time sink. Baldur's Gate and Beregost in BG1, for instance. The only incentive to go exploring there was "I'm sure I'll find some goodies in here so let's raid the smallest shit hole I can find!". That's just bad design.
How do those two games handle city exploration?
Blackadder said:There is really only one town in Arcanum that is large enough to warrant a fast travel system (Tarant), and it has already has one with the underground light rail system. Try clicking on the small kiosks at each 'stop'.
If you need a fast travel for any other Arcanum towns, perhaps you should play some of the really old RPG games where towns are a numbered list of locations to visit.
After reading through Midsoda's advice, the 'quest compass' immediately came to mind, and my lip began to curl on instinct. Still, I will say no more until I have seen it for myself.
Rewarding exploration IS of course a great element but I'm pretty sure a city is not the place to implement it.
Really? Why isn't a city a good place to reward exploration? I would love to hear why you believe this to be the case.
Subway in Tarant: exchanging one dysfunctional feature for another. Kiosks didn't have the best possible placement and walking to and from kiosks could be just as time-wasting. It's what I think is developers doing their best to
Though it's possible I remember Caladon and Ashbury larger than they were. Perhaps large enough to be walking simulators but small enough to somehow justify it?