There are already some huge maps out there, Just Cause 2 and 3 both have maps at around 1000km2, and those games are beloved by their players. But if the next Cyberpunk game was announced with Night City now being the size of an actual large metropolis, say like New York, would you say that’s too big? What determines what “too big” is?

  • ICCrawler@lemmy.world
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    54 minutes ago

    Nothing much new to say, just reiteration. A big or huge or gigantic map is fine, so long as it’s populated by meaningful content.

    Really wish Forspoken had been more populated. It’s a huge world, and combat/abilty wise it’s a great pure-mage action game, which I really really loved about it, that’s not a very common thing. But my god, the world is so empty despite being so big, and most side objectives are just collectothons. There’s some more difficult endgame content, but no real reason to grind up for it.

  • classic@fedia.io
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    1 hour ago

    More than bigger, I want more accessible interior spaces. Like cyberpunk, but you can go into other people’s living spaces

    • KammicRelief@lemmy.world
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      26 minutes ago

      Yes, this. Even if some of it is procedurally generated, how fun would it be to go in ANY door in cp77??

  • Red_October@piefed.world
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    2 hours ago

    It’s not a question of the world being too big or too small, it’s the density of interesting things. A giant world with very little worth doing doesn’t accomplish much, but similarly a small world where you’re absolutely tripping over things that feel like you shouldn’t skip them will also feel claustrophobic.

    Additionally, the traversal system can help a LOT here. Even a world that has a lot of wide open dead space can feel good if the process of crossing that space is itself fun. Dune: Awakening comes to mind here, where there are large spans of open desert that you need to cross, but ripping across the dunes on my sandbike was so much fun I didn’t mind the dead ground.

  • magic_lobster_party@fedia.io
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    3 hours ago

    It’s not about the size, but more about density of meaningful content. I like Elden Ring because every nook and cranny feels worth exploring. It’s the game that dares to hide optional areas behind optional areas, all with their own unique enemies and bosses.

    On the other hand, taking Elden Ring as an example again, the mini dungeons were too repetitive. The first time visiting a catacomb is exciting, but it turns into quite a chore after the third time and onwards. You’ve already seen it all. Same thing with the dragon battles.

    I think Elden Ring overall strikes a good balance with amount of surprises per square meter.

  • PonyOfWar@pawb.social
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    4 hours ago

    It’s too big when the developers are unable to fill it with enough interesting things to do and discover to keep my attention. But there’s no absolute size I’d automatically consider too big, as it also depends on things like traversal. If you ride through the map on a mech going 400km/h, it can be much larger and more spread out than if I have to traverse the entire map on foot.

  • cmhe@lemmy.world
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    2 hours ago

    It is too big when the density of reasons to go there and explore becomes to little.

    Personally, I don’t really care for games that have huge maps just to pass through while traveling around. There needs to be a reason in the story for every place to be there.

    Every village, town or city needs to be filled with quests and stories, and the space between them as well to a lesser extend. They serve as immersive distractions. They need to be alive.

    The map is too big if it cannot be filled with enough stuff to explore and experience.

    TBH, I am not much of a sandbox game player and the JC 2 and 3 maps looked nice, but didn’t really invite me to stay and explore a single area for a while, because the areas didn’t have much depth. I prefer a much higher density of things to do. Each village should have a couple of hours of content, exploring it and the neighboring area. And larger towns or cities even more.

    I want to minimize the ‘just cruising through’ parts of maps.

    Cyberpunk as well had too much dead space when it comes to stuff to do in many parts of the city. Some parts of course act as just the background for other parts, which is fine. But other parts where beautifully handcrafted and interesting, but there is not much to interact with or people to talk to there.

    To me it is important to have enough content and depth that the player learns to get to know their way around a place, and gets to know characters and develop relationship with each place.

  • PlzGivHugs@sh.itjust.works
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    2 hours ago

    Basically, how much of the world is interesting/fun.

    For example, Fallout 3 doesn’t do a great job of this, as much of the world is baren with no story or gameplay. Half of the world feels like it could be cut out without much loss. The Yakuza games on the other hand, have smaller worlds but they feel massive and fun because there’s always something to do moments away.

    The work-around is to make travel fun, so the “empty-space” is just more gameplay. The Just Cause games are the perfect example of this. All the movement mechanics are quick and satisfying, from the grapple and parachute, to the driving, to the OP wingsuit.

    • toman@lemmy.zip
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      2 hours ago

      For example, Fallout 3 doesn’t do a great job of this, as much of the world is baren with no story or gameplay. Half of the world feels like it could be cut out without much loss. The Yakuza games on the other hand, have smaller worlds but they feel massive and fun because there’s always something to do moments away.

      On the other hand, the world of Fallout 4 feels very cramped; you can’t go 5 meters without encouraging something. Bethesda’s games are interesting in this aspect – the worlds of different games are built similarly, but they differ in some small parameters (as in the density of Fallout 4), so they’re ripe for comparison.

      Personally, I feel there were two peaks in Bethesda’s worlds – Morrowind and Skyrim. Both for different reasons.

  • Tattorack@lemmy.world
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    4 hours ago

    There is no open world that is too big. They can only be too small.

    However, the quality of an open world is not predicated on the size of the open world, but rather what is actually in it.

    And this doesn’t mean that open worlds must be drowning in content, as the quality of the content itself also matters, and certain worlds that are large and empty can still be interesting due to its traversal being good, or the sandbox nature of a large empty world.

    Some of the worst examples of open worlds are the kind that are just filled with isolated little fetch quests; busywork that’s all marked on the map with no element of organic exploration. Or the kinds of open worlds where nothing actually happens “organically” without the player starting it.

    The best kinds of open worlds are the ones that emphasise exploration and/or have background systems governing the world in some way (i.e. factions that interact with each other without the explicit involvement of the player).

    • Droechai@piefed.blahaj.zone
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      2 hours ago

      I feel Daggerfall would be too big without the quick travel systems, but thats the only game Ive felt dread about slow travelling to distant locations

  • Mark with a Z@suppo.fi
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    2 hours ago

    Measuring size alone is meaningless, as gameplay affects perceived size, and density of meaningful content in relation affects the experience.

    Size should match content.

    Skyrim is canonically pretty close to the size and shape of Estonia, but in game it’s very small. If the game’s content was spread out to the “real” size, it would feel completely barren.

    The map in Deus Ex MD was quite small, just a couple tiny districts, but it punched way above its size because it was so dense in detail.

    • Jrockwar@feddit.uk
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      3 hours ago

      Agree. If you could go into every single store, house, nook and cranny of Cyberpunk 2077, and talk to all the NPCs, it would feel absolutely humongous. Gameplay significantly affects perceived size.

  • magnetosphere@fedia.io
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    3 hours ago

    What determines what “too big” is?

    Ease of travel and speed of travel. Even a small map can feel cumbersome, repetitive, and boring. If the missions are designed poorly, and the game mechanics ignore an entertaining user experience, walking down the same hallway a thousand times can feel like a chore.

    “Too big” is a relative feeling that involves many factors.

    • Naia@lemmy.blahaj.zone
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      3 hours ago

      How have I not heard of this one?

      I did hear about Light No Fire from the No Man Sky devs. Looks impressive from what I’ve seen so far on it with it’s supposedly literal Earth sized world.

      • owenfromcanada@lemmy.ca
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        3 hours ago

        Yeah, I’m hopeful for an alpha release next year some time. Might be longer, but should be worth the wait.

        • sexy_peach@feddit.org
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          3 hours ago

          Might be longer, but should be worth the wait.

          it’s our only option, soooo we gotta wait either way.