Whats the point of the open world whwn the game acyively tries to set you on a predetermined path
I was the player who in DQ1 would circle the town killing enemies until I could afford all the new equipment. I've always played that way. If I want to grind and get over-powered please let me do so.
than just make it a linear game, it will lead to better level design. There is no choice, follow the predetermined path or lose to overleveled enemies. There is only one choice. The open worlds entire point is at odds with levelgating.Making you account for your choices. Just because it's an open world doesn't mean you should get access to everything all the time. As long as you're skilled or strong enough you can reach it - the world is still open, you just need to work for it. and even fallout 4/skyrim are like this too, you can't leave the vault straight to the institute, guess it isn't an open world then!
than just make it a linear game, it will lead to better level design. There is no choice, follow the predetermined path or lose to overleveled enemies. There is only one choice. The open worlds entire point is at odds with levelgating.
than just make it a linear game, it will lead to better level design. There is no choice, follow the predetermined path or lose to overleveled enemies. There is only one choice. The open worlds entire point is at odds with levelgating.
than just make it a linear game, it will lead to better level design. There is no choice, follow the predetermined path or lose to overleveled enemies. There is only one choice. The open worlds entire point is at odds with levelgating.
Open world does not mean easy world. You can go wherever you want whenever you want. You just might not survive.
Ok I'm sorry I need to argue with you about thisJust let me destroy everything. It's super enjoyable when you revisit old areas in Souls-like games.
I understand not wanting players to keep leveling up and become too strong for next areas, but mechanics like FF13 locking upgrade paths aren't fun :/
There should be an option for not liking levels at all. Ditch the levels and you lose the scaling issue.
In open world action RPG games, "the world grows with you"-reasoning doesn't make sense if the enemy doesn't get new moves and better drops that make them worth fighting. Either good or bad depending how they approach it.
To be fair that makes no less sense than killing 10000 bandits and then being able to take on the Grand Wizard Dragon Godwhat doesnt make sense is the pauper bandits from the starting village who were attacking to steal their food getting a full set of top tier armour just because i forgot to kill them and came back months later
who knew the cure for poverty was just waiting it out
Sorry I just went off on an unhinged rant but FFXIII really gets some unfair criticisms hurled at it
It kinda does, yes. Theres a tiny speckle of sense in getting better at killing armies of lowly bandits and using the experience (in its literal sense) to kill bigger, more dangerous things. Every chicken thief and lowly scoundrel in the entire world getting a full set of high value gear just because you're strong however doesnt.To be fair that makes no less sense than killing 10000 bandits and then being able to take on the Grand Wizard Dragon God
Strangely, the only game where I don't mind it. I loved drawing an insane amount of spells.
Strangely, the only game where I don't mind it. I loved drawing an insane amount of spells.
I hate, hate, haaaate the thinking that if someone doesn't like something here, they 'don't understand it'.I'm under the impression 99% here has no clue how level scaling works, and still operates on some early 2000 conception of DDA.
I'm under the impression 99% here has no clue how level scaling works, and still operates on some early 2000 conception of DDA.