It has already stopped. Stuff like GTA5 and BOTW made the worlds as big as they ever need to be. I don't care how big your world is if it's lifeless, tedious, copy/paste galore, boring to traverse, full of repeated activities, etc.
Not that your opinion is wrong, I absolutely agree with you, but God of War isn't really open world. Is more of a hub world with connected levels, games like Rdr or ac for example are completely different.The size of the open world doesn't matter.
Look at God of War.
That game had a TINY open world and was an absolute masterpiece.
Size without substance is just bloat, not a selling point.
Game design covers a wide swatch of different system interacting with each other. a cover shooter isn't just the cover system, it also includes the shooting part. A battle royal isn't just about having 100 players on a map, it's about several aspects like traversal, shooting mechanics, visibility, points of interest, etc. as such an open world isn't just about map size nor do devs just treat the advertising of a title as just about map size but also what you do.
-AC:OdysseyThe stories about how huge AC:Odyssey's map is turned me off of the game.
That's the main reason I won't be playing it. I have enough collectathons in my life.
What game literally just has a single trailer dedicated to walking SOLELY about how big a map is instead of what you do in it. Even size is not solely the thing they talk about when they talk about map size but also density of content. We're talking about a hypothetical marketing campaign that doesn't exist.Yeah, games are more than the sum of their parts, and also contain many different elements, which is again, not what I'm talking about
Do you not remember any developers using 'a huge open world' as a selling point?
Some weird poll options OP. Like 4 out of 5 of the options are basically "no". lol
Eh come one Eden, AC has some of the collectible shit-AC:Odyssey
-Collectathon
Well....you're definitely not wrong when you say you haven't played the game lmao
OP's threads tend to be like that as they're usually created as a reaction to another thread. :/I don't really like the way these discussions are framed because they seem to presuppose a number of things
What year is it?
What game literally just has a single trailer dedicated to walking SOLELY about how big a map is instead of what you do in it. Even size is not solely the thing they talk about when they talk about map size but also density of content. We're talking about a hypothetical marketing campaign that doesn't exist.
selling point
noun
noun: selling point; plural noun: selling points
- a feature of a product for sale that makes it attractive to customers.
"selling points must be presented in terms of benefits to the customer"
Yea, 2018 where we no longer spend hours collecting 100 feathers in order to get a cape. Calling AC a collectathon in this day and age is hilarious.
Why're we discussing one aspect of a game as a marketing point in isolation when it affects other aspects of the game? You started a discussion that treats one aspect in isolation.This is the third time you've replied to something I'm not saying
Do you not understand the concept of a "selling point"
If you want to argue that marketing departments of huge AAA games never/rarely use map size as a selling point, feel free to do so, but you're replying to me as if I said "why do games only use one thing about the game to market them to people?"
Well yeah, of course they don't, but that's not what I'm saying
I don't even disagree with anything you're saying, and I'm not even sure if you disagree with me. It would help clarify things if you stopped replying to things I'm not saying though
Open worlds are getting bigger and bigger, and they've been used as a selling point for well over a decade now
"X will have the biggest open world ever"
Some recent games have had massive open worlds, and the chances are those in the next decade will have even bigger maps
So my question is, is this always going to be the case or do you think things will start to get too big?
Do you find massive open worlds a selling point, or is it more likely to put you off? Do you want even bigger maps in the future, or would you rather have smaller worlds with more detailed maps?
Does your opinion change if we're talking about SP or MP or shared world games specifically?
Ah, Resetera. You never fail to miss, entirely, the point of a thread.
You do realize this thread is asking whether or not we personally feel about open-world size, regardless of how well it works as a marketing tactic for the general public?? Hell, even the thread title communicates that pretty clearly. Embarrassing post.Like many others in here, I don't personally care how big a world is, except in the odd occasion where they do bigger worlds better than other developers do smaller worlds (The Witcher 3 vs. Skyrim, for instance), BUT, this is still very much a selling point used in marketing.
I wouldn't call God of War an open world game, the lake was more of a hub that branched out into several different areas. Yakuza's probably a better example.The size of the open world doesn't matter.
Look at God of War.
That game had a TINY open world and was an absolute masterpiece.
Size without substance is just bloat, not a selling point.
Actually, better question, who treats a single aspect of a game as a selling point? Like where i the hypothetical person who hears, "oh biggest world ever, sign me up I literally don't wanna know anything else"4th time lol
Do you also argue that developers have never used game length as a selling point?
Devs have literally done exactly that...
Actually, better question, who treats a single aspect of a game as a selling point? Like where i the hypothetical person who hears, "oh biggest world ever, sign me up I literally don't wanna know anything else"
"we have a big open world" is absolutely a selling point. However, this thread is not very genuine, as it's basically another one of your reaction threads where you create a skewed poll and topic.
I'm quite surprised so many people consider these polar opposites though. I think there's a lot to gain from huge open worlds in single player games were immersion is important, like The Elder Scrolls and Assassin's Creed. The wide open spaces can look beautiful, and help sell the feeling of a realistic world. And personally I feel like Assassin's Creed Odyssey would be a stronger game if it had LESS "points of interest" cluttering up the map, so they wouldn't feel so repetitive. A future TES game could quadruple Skyrim's map size but keep the same number of dungeons and I'd be perfectly happy. I think the key to making that work is ensuring traversal is enjoyable (eg: visual quality of the world; animation quality of the player character; improving horse/vehicle gameplay; resources to gather and treasures to find in the open world; NPC AI and their dynamic use of the open world etc.).It's all about environment design for me, not scale. Open worlds are kind of the brute force method for ensuring that your game world feels big and immersive, but with good design you can succeed at it with much smaller maps.
Because the way the question is framed encourages contrarianism and poor hot takes. As I'm sure you've noticed from many of the replies here.Again, I don't think you understand what a selling point is, and you're oddly upset with me apparently
The title is asking people a question, I don't see how that's not genuine
I legit have trouble thinking about examples of modern games where you spend a ton of time on collectibles. Legit the only thing that comes to mind is Spiderman but even those have worthwhile rewards.