rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
You don't realize how much is added by many small features until you play a knockoff game like outer worlds.
You don't realize how much is added by many small features until you play a knockoff game like outer worlds.
B-but... muh meme release date!Also, Microsoft acquisition might be the only thing that kept this trainwreck from coming out on 11.11.22. I bet they overrode the decision once they saw in what state the game was.
It's when an open world is designed to lead the players through a series of the game's biggest and most impressive locations to make sure that they see the best the game has to offer during their playthrough. It's still an open world and you go wherever, but there is a significant contrast between the size and quality of the locations of the main quest and various side quests series compared to the other locations.Btw, why do you mean by theme park design? Curious.
The opposite of sandbox and systemic design approach. Strictly handmade content that doesn't work without a player, like main quest or guild storylines.Btw, why do you mean by theme park design? Curious.
Well no wonder you only found one guild if you stopped playing after 30 minutes.only faction I found when playing skyrim was the mages guild, feels kind of overstated to me idk
once the game let me leave the intro area I just picked a direction that looked good and went off that way, I didn't follow any quests, played until I got bored
"Theme park" design is a term invented by people who really hate World of Warcraft and wanted to disparage that game while maintaining the veneer of impartiality. In theory it should mean a design where player is intended to play through bespoke, linear levels that promise fun the whole way through. And in theory the alternative is a "sandbox" game that is more open and driven by the player's own agency and experimentation within the world. And in theory there are advantages and disadvantages to either design and it all depends on the game's execution.Btw, why do you mean by theme park design? Curious.
Also Skyrim is very obviously more sandboxy than theme park, so I have no idea what this guy is talking about.Skyrim is an obvious example of this: look at the locations of the main quests and faction quests compared to the rest of the game. There's a few more interesting ones out there, but at the end of the day it justworksis of a lesser scale and quality.
I don't understand how kids running a town is unrelated to the world at large in a post apocalyptic world.Themeparks design has nothing to do with whether you are told to go somewhere or not, themepark design means the various locations tend to be self-contained and have absolutely no relation to anything else. Fallout 3 is a good example of themepark design, with many locations having some sort of a theme (super hero fight! Little kids running a town! Vampires! etc. etc.), whose effects (once resolved in any way) have no impact on anything whatsoever and which often don't even make any sense in the world at large. They're themepark rides – they have no influence past the area they physically contain, their surroundings (the rest of the themepark) don't match them, and whether you take the ride or not doesn't affect the themepark at large.
The other NPCs around the world don't give a shit, how they could actually survive (food sources, defenses, etc. etc.) is given no thought, even what they actually do is left unexplained as you never see one of them outside their little town ever to do a little scavenging or whatever. They exist solely to give the player his themepark ride, no thought is put into them past that, and they may as well stop existing entirely after you're done questing there.I don't understand how kids running a town is unrelated to the world at large in a post apocalyptic world.
I disagree.The other NPCs around the world don't give a shit, how they could actually survive (food sources, defenses, etc. etc.) is given no thought, even what they actually do is left unexplained as you never see one of them outside their little town ever to do a little scavenging or whatever. They exist solely to give the player his themepark ride, no thought is put into them past that, and they may as well stop existing entirely after you're done questing there.I don't understand how kids running a town is unrelated to the world at large in a post apocalyptic world.
Yes, in terms of game mechanics it is sandboxy.Also Skyrim is very obviously more sandboxy than theme park, so I have no idea what this guy is talking about.Skyrim is an obvious example of this: look at the locations of the main quests and faction quests compared to the rest of the game. There's a few more interesting ones out there, but at the end of the day it justworksis of a lesser scale and quality.
This is just critiquing narrative/setting concepts, I don't think it has anything to do with whether or not the game structure is a themepark. Otherwise you're saying Minecraft is a themepark for these same reasons which makes the term a bit fraught/useless.Themeparks design has nothing to do with whether you are told to go somewhere or not, themepark design means the various locations tend to be self-contained and have absolutely no relation to anything else. Fallout 3 is a good example of themepark design, with many locations having some sort of a theme (super hero fight! Little kids running a town! Vampires! etc. etc.), whose effects (once resolved in any way) have no impact on anything whatsoever and which often don't even make any sense in the world at large. They're themepark rides – they have no influence past the area they physically contain, their surroundings (the rest of the themepark) don't match them, and whether you take the ride or not doesn't affect the themepark at large.
Rusty is right it's perfectly explained in the game that children are immortal duh.I disagree.The other NPCs around the world don't give a shit, how they could actually survive (food sources, defenses, etc. etc.) is given no thought, even what they actually do is left unexplained as you never see one of them outside their little town ever to do a little scavenging or whatever. They exist solely to give the player his themepark ride, no thought is put into them past that, and they may as well stop existing entirely after you're done questing there.
There's plenty of reasons for a settlement of only children to exist. Most obvious: children running and hiding during a raid, the adults get murdered or captured.Rusty is right it's perfectly explained in the game that children are immortal duh.I disagree.The other NPCs around the world don't give a shit, how they could actually survive (food sources, defenses, etc. etc.) is given no thought, even what they actually do is left unexplained as you never see one of them outside their little town ever to do a little scavenging or whatever. They exist solely to give the player his themepark ride, no thought is put into them past that, and they may as well stop existing entirely after you're done questing there.
Little Lamplight has existed as a settlement of only children since the Great War (i.e. for 200 years).There's plenty of reasons for a settlement of only children to exist. Most obvious: children running and hiding during a raid, the adults get murdered or captured.
Who will probably be prime targets for slavers...children running and hiding during a raid, the adults get murdered or captured.