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When a Game is Too Long - Respecting a Player's Time - Extra Credits

If you ever need a masterclass on how to design open worlds with stuff that should be grind quests but feel fantastic: Yakuza 0

When a Game is Too Long - Respecting a Player's Time - Extra Credits

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I've happily put thousands of hours into Sid Meier's Civilization 5 and 6, and the only little bits that drag are when the rest of the game is going so well, I simply hit my space bar for many units that now have nothing to do. But those are split seconds, during which I get to hop around the map, always a visual treat. The design does allow me to streamline anything that doesn't really matter to me. Thanks for this look at thoughtful design. I'll apply it to creating comic strips, that I hope will get to the points, always in interesting ways.

Bill Lemmond

The problem with open world games like Skyrim (other than that when the game world is too big, a lot of the contents end up being pretty shallow and forgettable) is that they add this huge overworld, to borrow an old term, and then they don't really fill it with anything. You'll have some encounters with bandits, an NPC who gives you a generic quest, or some backwater town or copy-pasted dungeon, and you might see some pretty sights along the way, but the travel itself is really just busywork. I wish these games had more survival aspects, something to do and challenge yourself with while you were out in the wilderness. Also make terrain features more than an obstacle or a backdrop. For example, I loved how you can climb cliffs in Breath of the Wild, giving you a challenge and also making mountain sides an actual part of gameplay.

Øyvind Wallentinsen

I think a lot of AAA game publishers and developers need to hear this talk because the only thing they care about is monetary acquisition.

Farzad Mansouri


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