Jenkem
その目、だれの目?
Obsidian's redemption arc begins NOW.
I really like this question. I suppose it's clear that Outer Worlds is not as wide as an ocean, and that it's also deeper than a puddle. For what it's worth, while many complain that TOW was disappointing to due it's limited scope, I felt the problem with TOW was qualitative in nature. I felt like I was neither in an ocean nor a puddle, but an enclosed beach. And the real problem is how there weren't any waves to play with. I felt that plot failed to live up to the premise of TOW. But some of the scattered journals you find offered a glimpse of something better.Is The Outer Worlds as deep as an ocean?
I would like they incorporate smaller maps with linear progression and more verticality filled with interesting storylines and few side quests. In some maps you can find secret passageways to previous maps.I've worked on games in which it takes hours to walk from one side of town to the other. Many popular, award-winning RPGs boast of hundreds of generic towns and randomly generated quests. The shallow simulation of huge environments isn't a good thing. Providing dialogue for scads of NPCs means none of them has anything interesting to say. Creating an entire country means any single building will be devoid of useful objects. It's a matter of time and storage space, and no amount of whack-on-the-side-of-the-head thinking allows you to finesse your way around the problems. Limit the size of your world. Provide several smaller maps. Increase the density of interaction. This accomplishes several goals:
- Players can explore without searching for something exciting to do. Aimless wandering is the enemy of fun.
- Developers can populate the world more densely with characters, objects, and quests, and give the illusion of a place with a life of its own.
- Developers can create more varied locations than in a sprawling world. This last point is critical, and most RPGs do this well. However, most RPGs feature wacky environments straight out of designers' fevered imaginations.
If you want a high density of interactions on a small map(s) only, just save us the trouble altogether and make a linear story campaign.
Having an all-or-nothing attitude about this is bizarre. No one would want a linear Fallout.
Are you/Spector really advocating for level scaling?
No, it's about having a better-balanced difficulty curve.
Is The Outer Worlds as deep as an ocean? Where would you put Morrowind, for example, along that spectrum? What is the relationship of width/depth/puddle/ocean to the hub vs open world comparison? Morrowind is deep and TOW is shallow, so where does that leave us?
I haven't played TOW yet but it seems to be deeper in ways that Morrowind isn't, different focuses. I would not describe Morrowind's encyclopedia NPCs as deep for example.
ahahahahaven't played TOW yet but it seems to be deeper in ways that Morrowind isn'
I know you are shitposting but with Carrie Patel as narrative design?Obsidian's redemption arc begins NOW.
I wish that was so, but while Obsidian *may* have cash (I don't have evidence of that), it certainly doesn't have the talent any more.TOW was mostly made during Obsidian's days pre Microsoft buyout. It was marketed as a space Fallout but was always meant to be a AA game of way smaller scale than Bethesda's Fallout. But we all know that Obsidian was broke after Deadfire bombed and even making a AA game was challenging for them. Because of that TOW ended up feeling more like a long tech demo than a proper game.
Now that Obsidian has Microsoft cash I do expect Avowed to be of larger scale than TOW. Though of course it's still going to end up looking like shit versus Skyrim. But this whole denser smaller scale Skyrim has already been done successful by the Gothic games like decades ago and I am not sure why it can't work.
There's no all or nothing attitude. When did I suggest a linear Fallout?
You haven't played TOW...? Wha...why did you reply to this?
TOW ended up feeling more like a long tech demo than a proper game.
Now that Obsidian has Microsoft cash I do expect Avowed to be of larger scale than TOW
Though of course it's still going to end up looking like shit versus Skyrim
There's no all or nothing attitude. When did I suggest a linear Fallout?
When you suggested the hub and spoke model should be abandoned in favor of nothing but linear games or open world. (though Fallout is technically point to point)
You haven't played TOW...? Wha...why did you reply to this?
Because you made a general statement against the hub and spoke model.
This discussion is in the context of Open World RPGs, and comparing hub worlds vs genuinely open worlds in that context, specifically comparing Bethesda open world games with Obsidian games that previously used Bethesda's engine, but now don't. It is not some general commentary on hub worlds. Whether hub worlds work for immersive sims or looter shooters or distinct types of action oriented RPGs, maybe Dark Souls say, is not what is being discussed. The fact you think it was a "general statement against the hub and spoke model" betrays that you did not read the whole post and are not on topic.
There's just no excuse for how limited TOW is, and how limited Avowed will allegedly be.
TOW ended up feeling more like a long tech demo than a proper game.
Now that Obsidian has Microsoft cash I do expect Avowed to be of larger scale than TOW
dont be foolish sheep
They said its gonna be of the same scale as TOW
I don't know about that. At least from a gameplay system it sure did seem like they really tried to imitate the bethesda style of gameplay combat, going as far as to add NotVATS. Dialogue system is about the same, same with how the companions behave/their personal quests from what I can recall, anyways.The Outer Worlds wasn't New Vegas nor was it trying to be New Vegas
It was definitely trying to be New Vegas, or at least ride its coattails:This discussion is in the context of Open World RPGs, and comparing hub worlds vs genuinely open worlds in that context, specifically comparing Bethesda open world games with Obsidian games that previously used Bethesda's engine, but now don't. It is not some general commentary on hub worlds. Whether hub worlds work for immersive sims or looter shooters or distinct types of action oriented RPGs, maybe Dark Souls say, is not what is being discussed. The fact you think it was a "general statement against the hub and spoke model" betrays that you did not read the whole post and are not on topic.
Yeah, I read your post. The Outer Worlds wasn't New Vegas nor was it trying to be New Vegas. Avowed tried to be Skyrim, failed, and now it's going to be fantasy Outer Worlds
"completely unravels one of its central conceits..."Starfield is built for fast travel. You will not be going on some grand space adventure or jetting off to new worlds—you hit a button and end up at your destination. In games as big as this, a fast travel option is a necessity, but unlike previous Bethesda RPGs, it's not optional. It's the only way to get around....I hardly feel like I have to move at all, allowing everything I want to just come to me. Not only does this make Starfield feel weirdly tiny, it completely unravels one of its central conceits: that space is impossibly huge and incredible and absolutely needs to be explored.
"creates the feeling that Starfield's universe is rather small..."Presumably for convenience's sake, trekking across the galaxy is relegated to strings of fast travel points. You pull up your starmap, chart the course, jump to a planet's low orbit, then select largely predetermined landing points on the surface. There's a lack of seamlessness since each step in the process is broken into multiple steps where you're mostly pulling up menus, watching short scene transitions, and sitting through loading screens. It's worth noting that you don't actually fly to planets in real-time, and flying in space is sort of an instanced bubble with nearby planets in the background. All this creates the feeling that Starfield's universe is rather small and, very quickly, I'd treat planets as a collection of fast-travel points, disjointed stand-ins for individual towns or cities.
"largely shattered the illusion of exploring a vast universe..."Put another way, while you can walk across an Elder Scrolls or Fallout world without ever fast-traveling, in Starfield you can’t go anywhere without fast-traveling...When I discovered that so much of space flight is effectively a series of non-interactive cutscenes, it largely shattered the illusion of exploring a vast universe.
Ok, so what's the excuse then? They tried to do an open world skyrim-like, and for some internal reason failed, and are now reverting to making it a medieval/fantasy mod of TOW with hubs and fast travel and constant loading screens and big cliffs between areas even within a hub so you are always on or just off a road (you can see that in the avowed trailer even). They knew a skyrim-like genuinely open world was better and more appealing for this game type, so they started out with that, and only abandoned it once they realized...what exactly? what was their excuse for abandoning an open world other than that they lacked the engineering talent? Something about "tighter narrative design"? Seems like cope.There's just no excuse for how limited TOW is, and how limited Avowed will allegedly be.
^ This is wrong.
a whole article of copium."We could go off and create an 8km x 8km open world and then deal with all the consequences of that—because that makes it a different style game. But we want to tell more confined stories that the player can experience with their companions, and then move from part of the world to part of the world. And, like I said, in the end, that's us."
I don't know about that. At least from a gameplay system it sure did seem like they really tried to imitate the bethesda style of gameplay combat, going as far as to add NotVATS. Dialogue system is about the same, same with how the companions behave/their personal quests from what I can recall, anyways.
It was definitely trying to be New Vegas, or at least ride its coattails:
Tim Cain: Three of the biggest sources of inspiration for this game were Firefly, Fallout, and Futurama
"This is the form of a game I love to play," he says. "It's not necessarily open world, because we get tighter control over what kind of narrative we tell. Hub and spoke, is what a lot of people call it. First-person gives us a cool immersion. I know Leonard mentioned once years ago that we had already planned to take Fallout first person after Fallout 2.
No one can go from 0 to Skyrim. You need to build up the codebase, which means starting with a scope comparable to Morrowind. They have opted to have mini-open areas instead of confining the world to one Morrowind-sized space which only feels as large as it is because even the running speed is a slow crawl (Oblivion's walking speed is faster than Morrowind's run). TES games are also the way they are because they neglect the things Obsidian focuses on in favor of their hiking gameplay. Obsidian abandoning what they're known for to make an awkward Beth-clone would be daft.Ok, so what's the excuse then?
Morrowind was made by like thirty people, about a dozen of whom were programmers, and released in 2002, in an engine they had not used for their previous games, and has a better and more believable and more open world than TOW, a game released in 2019 by more than 50 people in a much more advanced engine that already had open world tools out of the box. Literally no excuse.No one can go from 0 to Skyrim. You need to build up the codebase, which means starting with a scope comparable to Morrowind. They have opted to have mini-open areas instead of confining the world to one Morrowind-sized space which only feels as large as it is because even the running speed is a slow crawl (Oblivion's walking speed is faster than Morrowind's run). TES games are also the way they are because they neglect the things Obsidian focuses on in favor of their hiking gameplay. Obsidian abandoning what they're known for to make an awkward Beth-clone would be daft.Ok, so what's the excuse then?
It already failed before release? lolAvowed tried to be Skyrim, failed
I think in this case what they are referring to is that initially, Obsidian tried to make a real open world skyrim-alike RPG, couldn't for some reason, so "failed", then development slowed or even paused, and was later rebooted to go in another direction. This is also probably why the initial teaser trailer years ago had a grim-dark, awesome-looking, gritty, serious fantasy vibe, and the latest gameplay trailer looks like fucking fortnite.It already failed before release? lolAvowed tried to be Skyrim, failed
I mean aside from trying to be Skyrim being a fail by virtue of what Skyrim is in itself...