I prefer smaller open worlds, like in the Yakuza series
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Having played Minecraft and No Man's Sky, I can say that no world is necessarily too big, because infinite is not too big.
WoW is objectively huge, but they made it feel tiny by putting fast travel options everywhere. I would guess that any two points in the world are no more than 5m from each other if routed perfectly.
I want there to exist one MMO where you "live" in a city, and traveling to another city is actually so inconvenient that you only do it if you have to. Not because I want to make the trek, but because I want there to be a world just large enough that any one person has usually seen only ~1%, but the playerbase in entirety has seen >50%. I don't know if any such game exists.
traveling to another city is actually so inconvenient that you only do it if you have to
They don't work. Vanguard did it way back when, with their three continent world. Each one had enough content to get from lvl 1 to lvl 50, the max, and your starting race determined your starting location. It could take up to an hour to get to friends. Even on the same continent, with a mount (before they added flying mounts), it could take a half hour of running to cross the map... and players complained so vociferously that they were forced to add fast travel options.
I guess Light No Fire has a good chance of becoming such a game. It's gonna be No Mans Sky, but on one earth sized fantasy planet. I don't think it will have large cities though. 🤔
I'd love for just any game with a scale that large. I think it'd be awesome
ARMA 3's Altis map is too big.
Unless you're flying a jet. Then it's still too small!
The Witcher 3 and Elden ring were massive, and I enjoyed them because the world's were beautiful, non repetitive, and dense with unique material.
To summarize this thread: It's not the size of the map, it's how you use it
Hey it's a totally average sized map! Some would even say it's too much!
It has pools in it!
It can never be too big, but it’s a problem if it’s a big city with nothing to do (Cyberpunk).
It's too big when the developers are unable to fill it with enough interesting things to do and discover to keep my attention. But there's no absolute size I'd automatically consider too big, as it also depends on things like traversal. If you ride through the map on a mech going 400km/h, it can be much larger and more spread out than if I have to traverse the entire map on foot.
That's definitely a key point. Absolutely loved the first Forest game, the map was just the right size for what content it had, then the sequel has a map 4x the size that is just completely empty for 90% of it. They did make some improvements over early access but it was still mostly a waste
I say density, though Elite Dangerous puts a spin on how large the map should be.
In Elite Dangerous, most of the galaxy is unexplored. The Bubble (human inhabited area) is fully explored, which steadily dwindles as you go to about 1k ly outside the Bubble. Out there, you're basically on your own.
When you explore and map unexplored areas, you actually get some money depending on the quality of your finds. If you find some Earth-like planets, for instance, you can get a lot of money from exploring. There is also an inexhaustible supply of systems to explore, so there's no need to worry about running out.
I spent 3 months in the void, didn't see another player for the entire run.
It’s not about the size, but more about density of meaningful content. I like Elden Ring because every nook and cranny feels worth exploring. It’s the game that dares to hide optional areas behind optional areas, all with their own unique enemies and bosses.
On the other hand, taking Elden Ring as an example again, the mini dungeons were too repetitive. The first time visiting a catacomb is exciting, but it turns into quite a chore after the third time and onwards. You’ve already seen it all. Same thing with the dragon battles.
I think Elden Ring overall strikes a good balance with amount of surprises per square meter.
There was one maze type catacomb with teleporting chests that was like a breathe of fresh air.
My go-to "too big" is True Crime: Streets of LA. If memory serves it's a decent chunk of LA at 1:1 scale.
It's far too big and there's not much to do. It doesn't help that the game is dross.
It's not a question of the world being too big or too small, it's the density of interesting things. A giant world with very little worth doing doesn't accomplish much, but similarly a small world where you're absolutely tripping over things that feel like you shouldn't skip them will also feel claustrophobic.
Additionally, the traversal system can help a LOT here. Even a world that has a lot of wide open dead space can feel good if the process of crossing that space is itself fun. Dune: Awakening comes to mind here, where there are large spans of open desert that you need to cross, but ripping across the dunes on my sandbike was so much fun I didn't mind the dead ground.
Do you remember LoZ Wind Waker? Maybe it's the nostalgia goggles, but ripping through the open water just felt good. I don't even think it was particularly mechanically fun. Maybe it was just the music.
The music and the bright colors in that cel shading style were great. They also did a really good job with the seagulls and the barrels and the silhouettes in the distance as you were sailing. Maybe it was just the contrast with all of the 'dark' games at the time. It was a gigantic mood swing from majora's mask. The music really helped sell it.
I think wind waker is good example of how to handle 'open world' without letting on that you're controlling the experience. I don't think any of the official 'next steps' ever had you sailing more than three squares away. The teleport was right when the world 'opened up' to you doing whatever you felt like, and the easily grasped concept of one square=one island with some interaction made sure there was no loss of focus on the developers or players. Obviously the main islands had more to do than the ones with just a platform/reef, but it worked.
More than bigger, I want more accessible interior spaces. Like cyberpunk, but you can go into other people's living spaces
Yes, this. Even if some of it is procedurally generated, how fun would it be to go in ANY door in cp77??
First mod I put in fallout puts mor interiors into city buildings. Frankly I'd be happy of 70% were recycled but 100% were accessible.
Everything except the story bits would be procedurally generated. And it would probably get pretty boring having like three interior types repeated over and over.
Nothing much new to say, just reiteration. A big or huge or gigantic map is fine, so long as it's populated by meaningful content.
Really wish Forspoken had been more populated. It's a huge world, and combat/abilty wise it's a great pure-mage action game, which I really really loved about it, that's not a very common thing. But my god, the world is so empty despite being so big, and most side objectives are just collectothons. There's some more difficult endgame content, but no real reason to grind up for it.
Morrowind
Was that 30GB RAM Harry Potter game real or were my friends messing with me? 'Cause my answer would be that.
There is no open world that is too big. They can only be too small.
However, the quality of an open world is not predicated on the size of the open world, but rather what is actually in it.
And this doesn't mean that open worlds must be drowning in content, as the quality of the content itself also matters, and certain worlds that are large and empty can still be interesting due to its traversal being good, or the sandbox nature of a large empty world.
Some of the worst examples of open worlds are the kind that are just filled with isolated little fetch quests; busywork that's all marked on the map with no element of organic exploration. Or the kinds of open worlds where nothing actually happens "organically" without the player starting it.
The best kinds of open worlds are the ones that emphasise exploration and/or have background systems governing the world in some way (i.e. factions that interact with each other without the explicit involvement of the player).
I feel Daggerfall would be too big without the quick travel systems, but thats the only game Ive felt dread about slow travelling to distant locations
Basically, how much of the world is interesting/fun.
For example, Fallout 3 doesn't do a great job of this, as much of the world is baren with no story or gameplay. Half of the world feels like it could be cut out without much loss. The Yakuza games on the other hand, have smaller worlds but they feel massive and fun because there's always something to do moments away.
The work-around is to make travel fun, so the "empty-space" is just more gameplay. The Just Cause games are the perfect example of this. All the movement mechanics are quick and satisfying, from the grapple and parachute, to the driving, to the OP wingsuit.
For example, Fallout 3 doesn't do a great job of this, as much of the world is baren with no story or gameplay. Half of the world feels like it could be cut out without much loss. The Yakuza games on the other hand, have smaller worlds but they feel massive and fun because there's always something to do moments away.
On the other hand, the world of Fallout 4 feels very cramped; you can't go 5 meters without encouraging something. Bethesda's games are interesting in this aspect – the worlds of different games are built similarly, but they differ in some small parameters (as in the density of Fallout 4), so they're ripe for comparison.
Personally, I feel there were two peaks in Bethesda's worlds – Morrowind and Skyrim. Both for different reasons.
As a Morrowind enjoyer, I find Skyrim to be too shallow. There's 7 weapons in the game, 7 spells, and nothing really to do.
I was mostly only thinking about Skyrim's world. Skyrim as a whole has many flaws.
Yeah, looking at it in a strictly dungeon distribution lens it's actually pretty solid, and I find it feels a little crowded when you mod in more locations. I guess world distribution is the one thing they actually got right.
I would argue that Fallout 3's map is ridiculously tiny.
It has been a little while since I last played it, but I found that scale-wise, it felt small (I'm guessing this is what you mean) with major locations too close together, but content-wise, it felt sparse, empty and ultimately pretty boring, which was the much bigger issue in my enjoyment.
It's never too big. That's why I'm pumped for The Wayward Realms (from the creators of Daggerfall, easily the largest world of its time).
How have I not heard of this one?
I did hear about Light No Fire from the No Man Sky devs. Looks impressive from what I've seen so far on it with it's supposedly literal Earth sized world.
Damn it looks good. Still going to take ages until it's finished, if ever
Measuring size alone is meaningless, as gameplay affects perceived size, and density of meaningful content in relation affects the experience.
Size should match content.
Skyrim is canonically pretty close to the size and shape of Estonia, but in game it's very small. If the game's content was spread out to the "real" size, it would feel completely barren.
The map in Deus Ex MD was quite small, just a couple tiny districts, but it punched way above its size because it was so dense in detail.
Agree. If you could go into every single store, house, nook and cranny of Cyberpunk 2077, and talk to all the NPCs, it would feel absolutely humongous. Gameplay significantly affects perceived size.
What determines what "too big" is?
Ease of travel and speed of travel. Even a small map can feel cumbersome, repetitive, and boring. If the missions are designed poorly, and the game mechanics ignore an entertaining user experience, walking down the same hallway a thousand times can feel like a chore.
“Too big” is a relative feeling that involves many factors.
There is no limit, but I am also a big fan of Daggerfall and thus clearly insane.
Are you insane, or have you achieved CHIM?
Not that there's an appreciable difference...looking at you, Michael Kirkbride.
It is too big when the density of reasons to go there and explore becomes to little.
Personally, I don't really care for games that have huge maps just to pass through while traveling around. There needs to be a reason in the story for every place to be there.
Every village, town or city needs to be filled with quests and stories, and the space between them as well to a lesser extend. They serve as immersive distractions. They need to be alive.
The map is too big if it cannot be filled with enough stuff to explore and experience. And I don't mean climbing yet another tower, or doing yet another variation of the same puzzle.
TBH, I am not much of a sandbox game player and the JC 2 and 3 maps looked nice, but didn't really invite me to stay and explore a single area for a while, because the areas didn't have much depth. I prefer a much higher density of things to do. Each village should have a couple of hours of content, exploring it and the neighboring area. And larger towns or cities even more.
I want to minimize the 'just cruising through' parts of maps.
Cyberpunk as well had too much dead space when it comes to stuff to do in many parts of the city. Some parts of course act as just the background for other parts, which is fine. But other parts where beautifully handcrafted and interesting, but there is not much to interact with or people to talk to there.
To me it is important to have enough content and depth that the player learns to get to know their way around a place, and gets to know characters and develop relationship with each place.
The bigger the better, as long as there's content, or the game lets you create content (as in crafting).
Depends on a lot of factors like what the actual game is.
A sandbox game, bigger is better. Like Minecraft. If the goal is exploration and resource gathering you can plop me into an infinitely generated map and I will be happy.
Outside of that, narrative games can be too big if there's nothing to do in between points of interests. I don't mean like side-quests, but more like random encounters or crafting/gathering stuff. There has to be something there I can either get distracted with or to "on the way" to the next location.
I think a lot of games want their cake and eat it too. It's not an open world game, but Final Fantasy XIV promoted the Heavensward expansion with the zones being like 5 times bigger than the base game...
...but there were only 6 of them and between already being able to teleport to each zone there wasn't any difficulty navigating the zones and they added flying which made them seem smaller than the base zones.
1.0 XIV had impressively sized zones that were unfortunately very copy pasted and between the rushed release and the engine limitations enemies were very spread out.
Again, depends on the game.