Ghost of Yotei’s open-world activities will be less repetitive than Tsushima’s, directors say: “We won’t make the players do the same things over and

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Well atleast with the fox thing there was a small challenge attached to it. Will I still be locked into walking alongside some asshole for three minutes while he tells me his life's story is what I want to know.
 
Not any. I played Fallout New Vegas, Witcher 3, RDR2, Cyberpunk, KCD1 and 2 each for over 100 hours and they never felt repetetive, because all their quests and missions are handcrafted.

Ubisoft/Guerilla/SuckerPunch school of design is filled with repetitive busywork though, yes. So I will reserve judgement for now. Would like to be pleasantly surprised by Yotei.
Complete BS. The only game of the last 15 years to somewhat avoid this pitfall was GTA V. That is the only open world game with such a variety of mechanics to allow some variation in the experience.
 
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As revealed in the State of Play trailer, Ghost of Yotei introduces a "Clue Card" system to the series. While the full details haven't been revealed yet, it seems like the new mechanic allows you to keep track of the possible branching adventures and is designed to lead the player through the story in a way that suits their playstyle the best. As Fox and Connell say that they wanted to create "an open-world game that lets you drive your own experiences," it appears that the player will be playing a big role in how the adventure unfolds.
Just sounds like a system to help type down a to-do list of chores.

Idea:
Why not drop all the hand-holding and just have an open map with a bunch of stuff thrown at it and then let the player find it and figure out what to do by themselves?

The sense of discovery is much more powerful when you're not feeling like you're just walking down a predetermined path.

Do a map marker system so you can pinpoint things that seems interesting that you might want to check out at a later date.


I got 100% completion in Hollow Knight yesterday. There was literally a whole map area that you didn't have to do that I kind of just stumbled into with zero hints. Ended with a fairly powerful charm. Great payoff. That's great open map exploration.

I don't need obvious hints or to-do lists for quests and side activities. Feels like I have a baby-sitter beside me pointing out things they think I'm too dumb to find myself only to spoil and ruin the sense of discovery, and a to-do list is just work for me, don't want it.

Also, the payoff in modern AAA games are often bad too, some random collectathon trinket or crafting material.
 
I will believe this when I see it.

The first one was vomiting inducing in that sense, side activities were so fucking repetitive that I ended up hating foxes man
 
I'm now playing Ghost of Tsushima, and I'm 24 hours in. It has already started to feel repetitive.
All missions are basically the same, go some place fight, collect loot. Go to the next mission.
Story is just there to tell you where to go and kill who.
 
I heard some of the collectibles are the main character having to go down on some female NPCs that will reward you with some exp and sake yeast
 
It's 2025 and none of these studios have figured out that you dont need mini games. You need systems. You need mechanics outside of combat. it's why Death stranding works so well, and why RDR2 and ubisoft open world games feel so basic. There is nothing to do other than combat.
RDR2 feels basic? What are you smoking?
 
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