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Why is the "ideal open world design" one where nothing you do actually matters or ties into your main progression in a meaningful way
>>
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>some speedrunners figured out how to run straight to the end of the game and use all sorts of advanced trickery to beat it
>THAT MEANS THE ENTIRE GAME IS UNNECESSARY AND SKIPPABLE
shit, I guess this means Super Mario World is a 40 second game where every level other than Yoshi's Island 2 is optional content
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>10 years later
>snoys still melting down over BOTW
>>
>>750678315
its possible to finish the game that fast yes.

if you can kill the end boss without taking damage

can YOU beat the end boss without taking damage?

because i probably cant, and certainly can't without at least SOME of the upgrades throughout the game.

meanwhile i can finish factorio in 3 hours by rushing bots and copying online blueprints.
doesn't make the game bad.
which is why im on run 40 and 2000+ hours played.

BOTW does a lot of shit wrong, but the fact that at any point you can go and face the final boss is not one of them.
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>>750678315
Immersion into an established theme is more fun, to me, than having to guess on what my goals are.

Plus, I love music. I really, really love music. I want my world to have varied, very beautiful music.
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>>750678315
Zelda perfected open world with ALttP and it's all been downhill since, but no one is ready to admit it. The map is huge, sells the illusion of adventure and every single part of it has a purpose for existing, which even overpraised trash like nu-Zelda fails at.
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>>750681081
breath of the wild is 10 years old?

jesus christ...
>>
>>750681368
I'm with you on that. I still consider that game to be brand-spanking-new (and I've never played it).
I really do wonder if video games are super fun anymore. And I'm not a fan of FPS, really. Whatever that shooter with the orange pants girl is, or the blue team versus red team shooter... I consider them very new and modern and I've never played them.
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A long hallway that makes progression linear, but there are no forced checkpoints and it's wide enough so there is variety in how you maneuver and what you encounter.
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>>750683981
Isn't this just One Way Heroics?
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>>750678315
My ideal open-world design is less about how nonlinear it is to progress, and more about how meaningful and intriguing it is to explore it. Going off the beaten path should be because something caught your eye and grabbed your attention, and not because the game told you to with a marker. The reward should be the location itself being cool and interesting to experience, and not just the item or collectable found at the end.
But not many open-worlds do this, because they don't want an open-world to be explored. They want an open-world almost purely for a sense of scale, resulting in them becoming a fast travel fest by the halfway point, and too much side content effectively being the modern equivalent of Donkey Kong 64, only much worse.
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