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When will the false dilemma end? Anonymous 11/10/2024 (Sun) 10:44:51 Id: f62351 No. 1038077
Why is there no such thing as a plot-driven open world game? Why do all developers seem to have this brain parasite that only allows them to make great, compelling and memorable narratives *OR* huge, exciting and completely seamless world to explore, but *NEVER* the two things together? No, excuses such as "open world and plot-driven are inherently incompatible" are 100% bullshit because there is no conceivable reason why that should be the case. As a thought experiment, take Xenoblade Chronicles X, probably the best open-world ever made, but practically devoid of story; now imagine it having the story of Xenogears; or, better yet, imagine if Xenogears got remade with an open world in the same exact style as Xenoblade Chronicles X. Would that somehow magically make the world or exploration any less compelling? No, it wouldn't, in the slightest. Would the story somehow magically lose its power? Again, no. No reason why it should. So, why?
If you want a plot-driven game why make it open world? Just have it be linear and you wont have to worry about sequence breaking.
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>>1038077 (OP) >Why is there no such thing as a plot-driven open world game? Like this? As well as all the other sequels.
>plot requires you to go left >you go right what now farty pants?
>>1038086 >plot requires you to go left >you go right You can go that in literally every rpg that's not called FF13
>>1038087 there are no rpgs with good plots. they can have fun characters, cool settings and interesting side missions but a good plot needs to be linear
>>1038086 >You go right until you turn arround the world Whole planet open worlds when?
>>1038086 you take the no man's sky approach to quests by having the game then dynamically spawn the plot towards the right instead of left
>>1038077 Have you heard of a game called skyrim? In all seriousness try your proposition with a ttrpg, it'll basically be like having a million quests that either don't have a time limit or you'll end up losing the campaign because you keep being told about antagonist actions like a city razed or a plague or just cultist rituals and doing the open world instead. Haven't played baldur's gay 3 but maybe that's what you're looking for.
Alternatively, grand theft auto.
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I already gave the example of Gothic, but if you want something even more linear, then the first few AssCreed games. Most missions just used the open area thing as a way of giving you two or maybe three options of how to deal with enemies: do you climb the building from the West side or the North side to kill the guard on the roof? do you kill guard #1 first or guard #3 first? do you hide in the haystack or in the hay cart?.
>>1038087 Why did the Japanese love FF13 so much?
>>1038141 They are waifufags just like Toriyama
>>1038092 >Whole planet open worlds when? 1999
>>1038077 Tons of open world games have good plots. Oblivion - Martin Septim is a well acted (shockingly for an Elder Scrolls game) and sympathetic character who grows along with the player into the role of Emperor. The mystery around the mythic dawn and the Oblivion gates is compelling and fun to unravel. The story builds to a great climax with several interesting conceits like Cameron's Paradise and the siege of the Imperial City. Nothing wrong with the story at all, and even guild questlines are decent. And there's plenty of others like Kingdom Come: Deliverance. What you're probably noticing however is the often terrible pacing and ages between each story beat - because a tight pacing precludes the possibility of spending 30 hours wandering around and becoming head of 4 different guilds in between main story missions. In that sense the concept of an open world game is at odds with the story, since tight pacing is part of a good story.
>>1038141 Did they? I thought it was just pushed hard.
>>1038077 lines are easier to make than planes
>>1038141 Square Enix poured Millions into it
>>1038077 Refusing to acknowledge Open-World's limitations is part of why they suck, anon.
I'm tired of people saying open world games are some brand new concept like the original zeldas are not the grand-pappy of interactive open world with story and side content mixed together.
>>1038077 >Why is there no such thing as a plot-driven open world game? Europa Universalis, Victoria, and Hearts of Iron. You're welcome.
>he doesn't know how important pacing is to a story Unless the openness is reasonably limited in some way, there are way too many issues with this, moreover, openness can hurt tension for a game's story, which is a key component for compelling story. It's very tense in a game's narrative (and gameplay) for example, if the plot traps you in a dangerous and possibly unfamiliar location until you overcome its associated challenges and story aspects. An open world game would at least hesitate to do such a thing because it would go against its philosophy.
>>1038086 Now you get to enjoy the narrator's growing frustration.
>>1038107 This. Grand Theft Auto III blew my mind with the open world when it first came out, and it was fun to just drive around and run people over, but once I got tired of that and actually played the story, it definitely drove me forward. I was very invested in that, and the stories of the sequels. Even when I did every goddamn side mission, I had the story in the back of my mind. Becoming the best taxi driver in Liberty City would help me get revenge on that bitch, Catalina. But maybe OP doesn't like how you can wander off and do whatever, and forget about the story, and NPCs won't really acknowledge that time passed. They'll ask you to go kill a guy, and you can run off and become the best firefighter ever for a while, and then eventually come back and be a hitman again. I suppose you could change this by adding more time sensitivity to the games. You could have a ticking clock, so missions will change or lock you out if you don't address them fast enough. But that sucks. Nobody likes time limits in games. And they fundamentally discourage you from exploring, which you fundamentally want to do in open world games. >>1047024 Yeah but Zelda is hardly a "story-driven" game. Some are more than others, but the first one isn't. I wouldn't say Breath of the Wild or Tears of the Kingdom are, either, even though I do think they do a pretty good job with their stories.
>>1052741 Nobody also likes being locked out of secrets in immersive sims because their stats or skills aren't applicable either. The easy thing people hate would be a morality score where you're either-or, but even in more complicated games you might pick education or early job proficiency as a background for exclusive dialogue or actions.


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