That’s content that, if the player chooses to complete it, will have them explore every part of the map. Pretty much every open world game (that is not an RPG, I suppose) tries to mitigate this issue by adding a bunch of collectibles spread all over the world. On the other hand, you also don’t want them to feel like there’s nothing to do, you want there to be content. On one hand, you want them to be massive, expansive, provide a feeling that you have a whole sandbox to play in, and incentivize exploration. Creating and filling open worlds is a tricky thing.
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