Dorateen
Arcane
Here is a fun, open world island map:
The problem with a game being too open is if you come across excellent gear early on, exploration starts to feel pointless which kills the purpose.
yea but this is about rpgs not strategy gamesJust have the player control 8 characters with 12 equipment slots if you want the next single strong piece of equipment to be relevant but not game breaking.
Not only that, but the way the beasts are positioned, once you take out the high level bugger, you often open up a far quicker route to an important place (where you took the roundabout way before precisely to avoid it). Often, near the end of the game, you realize that the maps in Gothic 1 and 2 are actually fairly small (Gothic 1 especially), but that they didn't actually feel that way precisely because of this design.Gothic 2's exploration consists of going from civilized place to civilized place, exploring the surroundings, then pushing into the wilderness as far as you can, and taking notes on what you find there. After a couple of hours you'll end up with an annotated map that has a lot of "come back here when I'm stronger" markers. It leads to a very organic way of exploration, and a very strong feeling of progression as you regularly get that feeling of finally being able to beat up the bastards who fucked you over 5 levels ago.
The problem with a game being too open is if you come across excellent gear early on, exploration starts to feel pointless which kills the purpose. Morrowind does suffer from this somewhat.
Bethesda's solution however was much worse, taking away the chance of you genuinely finding something interesting and replacing it with a linear path of you only ever getting items that you "should" be getting through level scaling etc.
BotW tried to tackle this a unique way with the weapon breaking feature, you can find a fantastic weapon but it won't last long. To me the system is a dud however as given the game wants to be an RPG but doesn't go all the way, you're basically rewarded if you skip the majority of combat encounters in the game. and therefore the world basically becomes a hub for you to actually reach content (Shrines).
Piranha Bytes are the only developer who've mastered it, have different parts of the open world slowly open up to you as you level whilst the option being there for skilled players to tackle things however they want. The fact no bigger developer hasn't copied this is damning to me.
Also Divinity OS isn't a fair example IMO. You start populating the world with random level enemies and every encounter becomes a total shit show given how much of an area becomes a combat zone when you aggro something.
Open World necessarily includes a seamless map at a constant scale where the player-character(s) directly traverses the overworld environment.
Anyway, this post is long enough but I hope that it generates some interesting discussion. The point is, avoid strict zoning and level scaling in open world games, and just design the content in a way that gives the player an appropriate amount of freedom to explore but also presents mid- and late-game challenges. It's difficult but if you have the right design goals in mind it can be done.
Don't ward the world into zones. Make it so that player may encounter high-level mobs even in starting areas. Just give him tools to avoid them if needed. That makes the world feel more realistic.
He died doing what he loved, trying to assault a minor.
More importantly, are "Minor Attracted People" necessary to have an open world crpg?
Does Fallout 1&2 with its Outdoorsman skill count?Also i wonder -was there any RPG with scouting mechanic? Where you would scout, and then it would show you monsters -type, level on the map?
You could go anywhere on Vvardenfell, except maybe Red Mountain/deep Ashlands/the Grazelands, from the start.
Kenosha's map design was very restricted though, too many roadblocks to funnel the player into pre-determined paths.