SantaC
Member
Let's take Zelda BotW as an example. The overworld is great with all the freedom in the world to explore. No compliants there.
But why does it have so much copy and paste design? I am thinking about the shrines and the stables. When you explore you want to discover unique places and secrets that makes you go Aha!
The shrines have too many bosses that are the same, but worst of all is the rewards. A heart piece or stamina meter. It gets old after 10+ shrines. Then we have the korok seeds. 900 of them? It seems nintendo themselves were desperate to fill up their world of something. But is just useless padding.
You get all cool gadgets within the first hour of the game and thats it.
Botw's Hyrule is vast and fun to explore, the problem is meaningful rewards and unique content. If you are doing an open world game, try to find out different ways to reward the player.
Botw is just one example. Take Final Fantasy XV as another example. That game suffer from the same problem. Copy paste gas stations, lots of empty space with nothing.
But why does it have so much copy and paste design? I am thinking about the shrines and the stables. When you explore you want to discover unique places and secrets that makes you go Aha!
The shrines have too many bosses that are the same, but worst of all is the rewards. A heart piece or stamina meter. It gets old after 10+ shrines. Then we have the korok seeds. 900 of them? It seems nintendo themselves were desperate to fill up their world of something. But is just useless padding.
You get all cool gadgets within the first hour of the game and thats it.
Botw's Hyrule is vast and fun to explore, the problem is meaningful rewards and unique content. If you are doing an open world game, try to find out different ways to reward the player.
Botw is just one example. Take Final Fantasy XV as another example. That game suffer from the same problem. Copy paste gas stations, lots of empty space with nothing.
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