GymWolf
Member
Maybe they're not actual problems for you if you don't care about these specific things, but for me and other people they are, that's all.
It's really immersion breaking for me to see things like this, the world doesn't feel immersive and it doesn't make me want to explore.
I feel the same way about the loot for example too. The fact that you can't interact with and search dead bodies, but instead you see all loots / items shining and making sound, is a negative for me, because by doing it like this, you also immediately know where there won't be anything. If you're walking around and you don't hear a sound or see something shining, you know there's nothing to find, it makes the world feel less organic, it's less engaging to me, it feels more artificial.
It's really not "made up criticism", it's things I really don't like, and older RPGs, even from Obsidian, did all of this a lot better. Everything feels fake and lazy, but it probably works well if someone wants everything to be fast and immediate, without looking for immersion.
You can disable objects shining and audio cue (i think)
And although i fully understand your level design critique, to make traversal\exploration with parkour in mind in a fantasy world you are not gonna have a realistic layout, you would not have platforms made of rocks conveniently placed to make your reach a secret place if the architecture of the world was realistic.
Maybe the dying lights/mirror edges games can work with a semi-realistic layout because you have tall buildings to climb etc.
But in the wilderness of a fantasy open world how do you make arcadey platforming with a realistic layout?
Kc2 has realistic layout but you don't really have parkour focused exploration in that game, not much jumping and climbing in that game other than finding a way to maybe enter an house at night from a secondary entrance, hardly the same as avowed.
Sometimes you have to gave up on realism to make gamey stuff work.
Tlou2 has realistic layout and the exploration is "realistic", no jumping and climbing 15 rocks to reach a chest behind a waterfall.
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