I’ve been playing Breath of the wild for a couple of months now. I just hit my 40-hour mark.
I was very sceptical initially because I didn’t seem to wrap my head around its simplicity, but it is starting to grow on me as of late.
I was sceptical because I was (and still am) under the impression that the game brings nothing fundamentally new to the open-world formula.
I decided to return to Night City.
Building space, in some ways, can lead to confusion if we ignore the fundamentals of orientation.
I think that’s what makes Night City so interesting. It’s committed to breaking all the rules to support the narrative of the game.
I am not going to be the advocate of building a perfect theme park world. I don’t think that’s an accurate way of creating spaces.
It could be, and it most definitely works when it comes to Navigation and orientation, but these days, there seems to be a heavy focus on moving away from…
This entry explores the relationship between player and environment in natural spaces.
It applies to most open-world games that offer a naturalistic approach to their world (Far Cry Series, Death Stranding, Zelda Breath of the wild, → I am looking at you)
Paths, Nodes, Landmarks, Syntax.
It has been some time since I played this game and I must admit, my relationship with the GTA franchise has never been very strong. Regardless, I remember playing this game with my brother back in the day as we got caught up in the crime fantasy that the game attempts to deliver.
The game takes place in the fictional city of Liberty City, a virtual sandbox modeled (loosely) around the city of New York.
I am not using any mods or fancy 2020 graphic or map tweaks. …
And how to make it compelling
When thinking about the scope, size and distribution of your encounters in the open world you will have to consider the time between encounters. This tends to vary from game to game.
This matter is highly dependent on Player speed and Map Size, since the number of encounters in an open world will be higher or lower depending on those factors.
Ideally you want…
It’s no secret I love Mafia 3. It’s one of my favorite open world games out there.
In this article we will discuss a few details about how the Downtown district is composed and why I think it’s an excellent study case for open world design in terms of orientation and navigation.
Downtown sits in the middle of the Mafia 3 map and acts as a focal point for the entire world, mostly because you will have to converge in this location at some point or another while trying to reach your objectives.
I am going to start this entry with a quote from Whitelight, from one of his videos about Watch Dogs 2 (4 years later) available bellow.
“If we associate fun with decision making and we understand that depth is the sum of balanced choices the Watch Dogs 2 is going to be most fun when you are considering as much of the sandbox as possible. For that to be the case you need to be willing to experiment. To excuse taking risks you need the ability to make small mistakes and recover from them.”
“If the game is overwhelmingly…
So I have been playing a bit of Cyberpunk 2077 lately and it made me think about some things.
My issues with it are simple:
So I too closer look at what makes Night City do these things to me.
I think we might have reached a point where outposts exist to support gameplay rather than being built directly to reinforce it.
I said this many times, and I will say it again: Level Design is supposed to facilitate gameplay rather than enforce.
I have been playing a lot of Valhalla (around 130 hours) and since I have finished all the content I can now sit down and look at how the content is structured in the world.
One of the main differences between how Valhalla builds its settlements/outposts is the introduction of gating mechanism. …
One of the things that I see going around lately is the focus that junior and amateur level designers put into building block-outs and showcasing them around without any concern context context and/reference references to what the layout in question is grounded in.
This is where a significant difference between world design and classical level design arises: