Won't it be cool if there was an open world RPG with several cities the size of this one and one city 5 or 6 times bigger than this one? Are next-gen consoles and nvidia shit ready with that technology?
Won't it be cool if there was an open world RPG with several cities the size of this one and one city 5 or 6 times...
It's all about the budget RETARD
That just sounds big and not cool
If there's tech available, the budged can be acquired. Several big publisher have the means
Elder scrolls 6 will blow tw3 out of the water. Only reason cdpr got their moment under the spotlight is because Bethesda decided to go slow this gen. If TES6 was current gen game, TW3 would've struggled to sell even 1 million copies.
>Won't it be cool if there was an open world RPG with several cities the size of this one and one city 5 or 6 times bigger than this one?
*Ahem
nigga please
I have some doubts about TES6 as Skyrim and Fallout 4 largest cities were just several houses big
i prefer small villages
What? Its exactly the game OP described, plus with ACTUAL role-playing in it.
don't bother OP, hating open world is cool among the kids here
They are still using their shitty engine
Technology has not been the issue since 7th gen.
Production values and design limitations are. Making such massive environments actually feel interesting, and faciliating gameplay in them is the issue.
Do you people not know ANYTHING about game design?
But what do they eat?
>Remove voice acting
>Massive chunk of budget comes back
>Can be devoted to making more quests, weapons, enemies, armours, NPCs and towns
We already got it with rdr2 and it didnt work. Because its way too massive to be fun to explore with a horse.
Maybe a gta can work for that.
maybe because some of us grew up in a time where level design was important
>bigger
Fuck that. Give me one very detailed city block instead of another empty shit of nothingness.
The bigger you go the harder it gets to design in a fun and interesting way. Something like the Deus Ex games, where the hubs are notably smaller but much more interactive and paths open depending on player-chosen traversal methods, are much better than something like GTA, where it's just "drive/fly here," or worse, Gravity Rush, which is just "float wherever." If a dev out there can create a Deus Ex-style city but 5 times the size, I say go for it, but I feel like at some point it's going to break down into boring slush.
Kinda off-topic but I want to replay TW3 at 4K/60fps.
What kind of hardware do I need to run it?
Bethesda literally has the best engine in the industry. No other game series has anything even close to the interactivity that the TES games provide to the player.
The only thing I know about game design is that its complexity, difficulty and expensiveness are massively exaggerated by lazy developers.
>interactivity
Can I climb ladders in real time in their games?
>>remove voice acting
For a TPP/FPP game?
So you know absolutely nothing, but you are still convinced everyone is wrong and you are right. Great.
tfw cant enjoy witcher kino because combat is so shit
I wish there was an open world game with a truly huge map but your starting location would be randomized and as such no 2 players would have the same experience, and when you'd discuss the game with strangers you'd realize you only explored 1% of the map with so much left to see, this sounds like such a cool concept but it's unfeasible without random procedural generated garbage environments and quests like no man sky. I guess this is what it felt like to play early mmorpgs. But nowadays even huge open world games get entirely discovered and documented on wikis etc there's no element of surprise or discovery anymore.
Start an mmo without reading anything about it or talking to anyone outside of the games local chat.
Fuck no. Witcher 3 was way too big, I got bored around the time I was in Skellige
ACO and O did it, not on the quest quality though.
The cities in that game are garbage
>best cities since Khorinis
>garbage
I would argue that KC:D actually topped TW3, both in city design and open-world design in general. Which again goes to confirm what others pointed out, which is that scale does not necessarily translate to better environments or gameplay.