• Blackmist@feddit.uk
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        1 day ago

        But instead of playing the map as a menu screen, you actually play in the world and discover things.

        That was the crucial difference for me.

          • Iunnrais@lemm.ee
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            16 hours ago

            I don’t think Blackmist has a hot take here. The Ubisoft formula is: navigate to a tower. Tower gives you a checklist of things to do. You do the things, then look for a new tower.

            Breath of the Wild is different. Yes, you start by navigating to a tower, but then… no checklist is given. You look around, you explore, you find things to do. Maybe you find everything, maybe you miss things, maybe you miss everything. You can always come back and explore more later… and when you’ve done everything, you can’t really be CERTAIN that you got it all. The lack of a checklist dramatically shifts the gameplay from doing a list of events, with little difference from selecting them from a menu, to actually having to explore the world and look around.

            To call it the Ubisoft formula is to vastly misunderstand what the Ubisoft formula is. The formula is a list of things to do. BotW does not have that. Not even slightly. The towers are just something to aim for to get you started, and a place you can use your eyes to look around from, also to get you started.

            • Blackmist@feddit.uk
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              11 hours ago

              And to add to that, it also gives you the tools for discovery. It’s not just “Ubisoft, but they hide the icons”.

              The shrine detector (which can become an anything detector), the ability to look through binoculars or whatever it is and stamp a limited number of visible waypoints onto the map. Tears of the Kingdom gives you a slightly obscure ability to highlight all the cave entrances nearby, which you can then try to mark up and see if you’ve been there.

              Other games have started trying to do some of this, but I think a lot of it is added late on in development and doesn’t really work well. Like Jedi Survivor gives you the ability to mark things with icons, but what for? You can’t see the markers when you’re walking around. There’s not really much to discover from a distance, and it’s pretty far from being a vast open world.

              Is it perfect? No. The last few shrines are often a complete ball-ache to find, although a lot of them are just a generic fight and they’re pretty optional, it feels like you should do them.

              Is it better than a world as a menu screen as offered by Ubisoft and those that copy them? Yes.

              I think in general a lot of developers should take a long look at what they’re actually trying to make before going with the open world approach. It’s getting tired, and they’re mostly doing it badly.