Quote:
Originally Posted by GranteedEV
I hate to generalize, but this is how I think I feel about every "open world" game I have ever played. I used to get the appeal but the older I get the more I appreciate hallway simulators with exciting set pieces
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There are good ways to do it. I look at Red Dead Redemption 2 - the writing around the open world activities helped build that world. It helped you feel connected to the towns/the characters. Look at the Witcher 3 as well - those side quests are better than most games main quests.
I have come to loathe the type of rubbish that Horizon was doing though.
“Here’s this brand new NPC that you’ll see for 11 seconds total - and look at this dire/not-dire circumstance they’re in! You have to help them!”
*travel to marker “A” on map*
*Fight one generic thing. I got it!*
*travel back to NPC, give thing*
*1000 xp granted*
Just garbage game design. Horizon’s main storyline was also not far from that structure either. The more I think back to my time with Forbidden West, the more I dislike it