It looks like you're new here. If you want to get involved, click one of these buttons!
More the map is big, more i feel lost ..
You feel so lost, we lose all our landmark
A game should contain a main city where all the players together regardless of their levels, regardless of their progress during the games, should stay, a main city where there would be a market to everyone gathered for that you feel less alone and lost
Then the other places of the map should be used for mission, ressourse or something else
And you , what do you think about that, do you feel the same feeling as me ?
Sorry for my english ..
Comments
"You are all going to poop yourselves." BillMurphy
"Laugh and the world laughs with you. Weep and you weep alone."
In a game where you're following quests or a mission, I think a more dense map is good. This usually means a smaller map. However, a larger map is good for more open ended activities or open ended questing.
In Half Life/Half Life 2, dense maps are very good. In Fallout 3, larger, less dense maps are good. Just depends on what the game is and how it's supposed to be played.
I suppose the best combination would be maps with dense areas for scripted content, and less dense areas for the unscripted content.
I can not remember winning or losing a single debate on the internet.
When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world.
Where is the option for large world with lots of smaller towns?
TSW - AoC - Aion - WOW - EVE - Fallen Earth - Co - Rift - || XNA C# Java Development
I think big cities are silly. They always feel empty because a real city is CROWDED. Not just a dozen or a hundred or even a thousand people running around but hundreds of thousands. And they drive things, do things, there is productivity, business, entertainment. A big city in MMO land never even gets close.
So SKIP them, give me a wide open world with small hamlets were every building isn't just a prop but has a function. Spread out NPC's with running for several minutes between bank and crafting stations, it feels like busywork, not a social hub.
Remember that few people go to say a train station to feel cozy. They go to a small pub. SMALL is cozy, big isn't.
I prefer the largest world possible. Where I can get lost and have to take time to find my way back.
But I hear you op.
Of the few people I know who played skyrim, all but 1 commented on how they didn't like the large open world and the openness of the game.
Some people are more entertained when they can immediately be doing pointed and directed activites and some people are engaged by the enormity of it all.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Cities have the potential for so much... but no one ever does anything with them. What if instead of vendors... you had real players crafting stations? You buy their wares and not some NPCs? Why not allow players to rent spaces in the city. Make it part of their home? You all demand player housing and yet a ton of it sits before you in every game. Player run banks instead of NPC run banks. What if the city were attacked and leveled? You could rebuild it. You could expand it... starts off as a little village, then grows into a city. Instead of giving you a bank, store, et al... you have to build it, as a community. Sort of like the opening of the gates of AnQuiri in vanilla WoW. Players had to participate to open the gates... took varying amount of time depending on which server you were on. Those things have always been something that could be done... but players prefer to stand around in queues and have things handed to them. Then wonder why most of the world is abandoned.
If you build it... they will come. LOL, imagine world PVP returning to Azeroth because one faction keeps destroying the other factions' cities. You think killing the NPCs was annoying? How about rebuilding the city... or better yet, reclaiming it. This fishbowl instancing that you so enjoy is scripted mechanics... nothing is more unpredictable as players. LOL, let players invade raids... and attack players whilst they attempt to kill the boss... then it's not, 1,2,3, your done. But people want easy mode. They claim they want hard mode but cry as soon as they are asked to do anything.
Waiting for:EQ-Next, ArcheAge (not so much anymore)
Now Playing: N/A
Worst MMO: FFXIV
Favorite MMO: FFXI
getting lost is part of the fun factor.
Each Faction should get multiple cities.
And the world should be big. Gives developers more areas to hide things in, and shuffle them around if they have proper phase tech to do so.
exploration would truly be endgame now.
Philosophy of MMO Game Design
That makes sense.
For large open areas, I think there does need to be some terrain feature guides. A river to follow, a mountain range to set your direction and general location, and whatever else. Then there also needs to be landmarks in the game to further define where you are when you come upon them. Large outcrops of eagle shaped rock, special ruins with pillars, etc., each with a specific feature to make them unique. This can be part of the lore too, just to add a little more depth to the world.
Edit to add: Getting lost should be a part of the game play too, just not lost for hours. The old "travel in a straight line" to see where you end up should be in play. Of course, "straight" should be a bit of a challenge too. Sun location, moss on trees, those sorts of things can be usefull.
Once upon a time....
As time goes on the world becomes second nature to you. Like SWG with all its worlds, after awhile its easy to remember where and what is on each planet, etc... Thats the fun in large open worlds--------- exploration.
Also most games are short lived and people dont bother with such things. Why explore or get to know your universe if you change games every 2-3 months? Games dont ahve the longevity they once did thus things like this arent important to the newer aged gamers.
I prefer large worlds to soak up my time, to explore, find things, kill things, and provide longevity.
There are certain queer times and occasions in this strange mixed affair we call life when a man takes this whole universe for a vast practical joke, though the wit thereof he but dimly discerns, and more than suspects that the joke is at nobody's expense but his own.
-- Herman Melville
I bet those tripple X cities have a red light district
Fun is subjective.
I found killing lots of mobs in actiony interesting combat mechanics 100x more fun than getting lost.
Those two ideas are not mutually exclusive.
I however miss getting lost in an MMO. Now days you go to a quest hub in one part of the map, do quests, get sent to a quest hub in the next part of the map, do quest until the zone is finished. Move on to next zone. There used to be side quest and reasons for poking around the map.
Actually they may be ... if i am spend 5 min lost and looking for ways to get back to point A .. i am not killing stuff for that 5 min.
But you can have an MMO with a big map and actiony combat even if you don't take advantage of it.
If you really want to feel lost, nothing has ever quite matched the feeling I got the first time I played EVE. lol it reminded me of Hitch HIkers guide to the galaxy.
The Total Perspective Vortex is allegedly the most horrible torture device to which a sentient being can be subjected.
I love a huge overland world with lots of potential for exploration.
As far as towns / cities, I want both lots of small towns and a few big cities. TES:Oblivion is in my opinion near perfection with this regard.