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Comment by reactordev

21 hours ago

It’s a great game, much like its predecessor. However, it’s still linear in most ways. You miss out on those small side quests but that was true of the first game too.

I’d love for a game to set the stage like: “Bad person/thing does bad stuff to good town” like intro, then it’s just you in a field by a small village where you live that is now in ashes due to bad event that happened while you weren’t there. Game On…

From there, don’t give a single hint until a player did something that could actually do something if they do it right.

An example would be early days of Minecraft before notch sold his soul, you wouldn’t have a guide or achievements or anything to help you. There were no wikis, only a small forum of people asking why are people punching trees?

Games need to feel more exploratory without giving everyone GPS direct to the next XP machine.

One problem is that the more you have happen without it being caused by/linked to player interaction, the more you need to have be possible to happen. Then you're either wrestling with a small chaotic world that doesn't make much sense, or you need to scale it up so much that there's no way the player will actually get to experience most of it. If you have 10 villages in your game world, then how many off-screen events can you realistically fit in while the player is away and have it still be interesting for the player when they come back?