12-03-19, 22:04 | #111 | |
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12-03-19, 22:51 | #112 | |
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13-03-19, 01:18 | #113 |
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I’ve been playing Odyssey lately and one thing I like is that it has an immersive mode where there’s no pointers and you need to ask people the location of missions, artifacts, etc. A mode like this could work so great in a TR open world game. Of course, casuals could choose the normal way of playing but it would be a really cool addition. I’m not sure if other games have a similar mechanic but it’s the first time I noticed this.
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13-03-19, 01:24 | #114 | |
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Just because a game is open world doesn't mean it can't have a story. All open world games still have main paths and stories that trigger the same as a linear game would, the difference is that you have a whole lot more you can do and explore, and you can play the game at your own pace. Want to spend an extra 30 hours just exploring before finishing the story? Go for it! Want to just run through the main parts and play it like you would a linear game? You can do that too. Last edited by Melonie Tomb Raider; 13-03-19 at 01:27. |
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13-03-19, 01:30 | #115 | |
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13-03-19, 17:04 | #116 |
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Regarding story in an open-world game, I think Zelda Breath of the Wild had the best idea regarding how story in an open world game should be tackled: you have a clear set-up and a clear end goal from the start, but every else is optional and can be dealt in any order you want or not at all. This mostly means that if you end up wondering off like you do in any open world game, you are also never too far away from a story segment, if you wish to progress the plot. And since each segment is mostly independent of one another (and those who aren't usually are locked until you complete the necessary segments), things never become too complicated to follow.
Now, the game did have a fairly basic plot, but I do really enjoy how it was scructured. That being said, I still think Open World is not the direction to take Tomb Raider. |
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