"At least the open world will ensure your game doesn't turn out like the first thirty hours of Final Fantasy 13."
Wow, even getting a shot in on a LA Noire article? There's nothing wrong with any of the hours of FFXIII. It doesn't matter how many times you all repeat it, it's still bullshit.
It would not be unreasonable to have some solid extra content on the side, if anyone is at fault for mediocre side content it is not the genre it is Rockstar for making them uninteresting.
Off topic I guess but what I'm worried about is Red Faction Armageddon. They seem to have stripped the game from any open world and/or sandbox feature, and replaced it with very linear gameplay. Why? It just seems like just another generic TPS with an uninteresting story...
Saint's Row is still a great game, guys. Go get your rampaging bloodlust satisfied there. Don't ask devs to shoehorn (and therefore homogenize the gameplay) that shit into every sandbox.
Remember San andreas's wrong side of the tracks mission? Where you have to drive to the mission giver, drive to the actual mission, follow the train out to the middle of nowhere, rely on the horrible AI to do the driving for you, you accidentally lose your bike because you got hit by another random train, then your partner yells at you, then you spend an hour walking back to civilization, then starting all over?
I'm done with these games. I don't understand why people are still asking for even bigger maps when their mostly empty anyways.
It's funny because that's exactly what I wanted less than halfway through the game, and exactly what I did. Driving through a lifeless sandb-- excuse me, open world, in some strange attempt at immersion made a fair game worse.
Well, I know there were landmarks, and I know the streets are supposed to all be correct and everything, but the whole game for me could have taken place in the map in the lower. Nothing stood out to me. Even the locations you had to visit were unrecognizable from the shop next to them until you flew past at 80 mph and triggered the "park the car and get out" cutscene. Couple that with there being nothing to do in the city and I don't see the point in having it take place in an open world at all.
The film reels are even more benign -- during the course of the whole game you'll find at most one or two, unless you're actively looking for them, and to find all 50 you either need to use a cheat map or make exploring L.A. a full-time job, so again, not immersion-breaking unless the player makes it that way.
You're also right about the Playboys in Mafia 2 (and the same problem obtains with some special achievements in L.A. Noire): it's less realistic when a given accomplishment relies on doing a certain thing in a certain segment of the story. Yet again, though, that's optional. I wouldn't go looking for Playboys in the midst of fleeing a burning building, but if I happened to see one that was just lying in the path of my flight, hey, free Playboy.
I liked the article, but I'm not convinced a "new philosophy" is needed. For immersion, go ahead and enjoy the story. When it's done, do collectibles if you're inclined.
OK gotcha. I see where you are coming from but I looked at it like it was real. A real city is a bit mundane. I love the loving attention to detail too. I'm going back through now and getting all the reels, landmarks and cars all while relaxing and drinkin some beers. But I can see what you mean and how it will come across that way to some.
There is nothing wrong with having a world is there for atmosphere and pacing instead of random chaos, especially when you have a game like Mafia that has such tightly made shooting sections. The action in LA Noire can be skipped, so I'm not sure what that says about it.
I don't agree with the idea that there shouldn't be any collectables, it's a feature that exists to offer more playing hours and that's fine.
Props, bro.
It frustrates me a bit when i want the guy to 'doubt' and he completely flys off the handle spooking the witness. I'm surprised no RPG's have come along that don't give you obvious speech trees and actually use some kind of word recognition (i.e you type or use some set obvious phrases), like those old BBC DOS games did but more forgiving, it's all still a bit simple- exhaust all branches of exploration and eventually you'll get there.
Now I'm being finnicity- I'd have loved to have an apartment and my own office and a work schedule. Maybe the option to go down the pub and whore myself as a private Dick during free time(sidequests?) I really like that dolls house type of immersion. also more interactivity, there's too many locked doors. I do really like the game but in a way it feels like a part of the game is very high tech whereas a part of it is very low tech. The open world feels like every other games open world, whereas the clue finding, face reading is cool.
It frustrates me a bit when i want the guy to 'doubt' and he completely flys off the handle spooking the witness. I'm surprised no RPG's have come along that don't give you obvious speech trees and actually use some kind of word recognition (i.e you type or use some set obvious phrases), like those old BBC DOS games did but more forgiving, it's all still a bit simple- exhaust all branches of exploration and eventually you'll get there.
Now I'm being finnicity- I'd have loved to have an apartment and my own office and a work schedule. Maybe the option to go down the pub and whore myself as a private Dick during free time(sidequests?) I really like that dolls house type of immersion. also more interactivity, there's too many locked doors. I do really like the game but in a way it feels like a part of the game is very high tech whereas a part of it is very low tech. The open world feels like every other games open world, whereas the clue finding, face reading is cool.
I normally just stick to the story in openworld games anyway but the only thing that bothered me about the linearity of L.A. Noire was that they had all those cool 40’s songs and then just played dramatic music over it whenever you drove from point to point. It was a waste, I only heard about three of songs in the entire game.
This all goes back to how do you design a "good" game? Do you make a game with a great story and deep charaacters but restirct how far the main character can wander so that your actions make sense and the story is what you want them to be involved in? Or do you make your characters shallow and cliche since you know that they will range all over the place and do unexpected things maybe resulting in the death of said NPC charcters? If you go to far into sandbox mode you risk losing meaning in the characters actions but if you keep it too linear then the player doesn't feel like they have any choices to be made to advance the game. Developers get to walk that fine line. Some take it one way or the other to greater extremes and that is what attracts a certain type of gamer.
At no point are you forced to drive anywhere, dude. You can just skip to the next scene at any time by having your partner drive.

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