There are already some huge maps out there, Just Cause 2 and 3 both have maps at around 1000km2, and those games are beloved by their players. But if the next Cyberpunk game was announced with Night City now being the size of an actual large metropolis, say like New York, would you say that’s too big? What determines what “too big” is?

  • yeehaw@lemmy.ca
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    1 hour ago

    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.

  • twinnie@feddit.uk
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    5 hours ago

    It can never be too big, but it’s a problem if it’s a big city with nothing to do (Cyberpunk).

  • thatradomguy@lemmy.world
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    3 hours ago

    Was that 30GB RAM Harry Potter game real or were my friends messing with me? 'Cause my answer would be that.

  • I_Jedi@lemmy.today
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    6 hours ago

    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.

  • Flamekebab@piefed.social
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    5 hours ago

    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.

  • classic@fedia.io
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    8 hours ago

    More than bigger, I want more accessible interior spaces. Like cyberpunk, but you can go into other people’s living spaces

    • KammicRelief@lemmy.world
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      7 hours ago

      Yes, this. Even if some of it is procedurally generated, how fun would it be to go in ANY door in cp77??

      • frongt@lemmy.zip
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        4 hours ago

        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.

      • Postmortal_Pop@lemmy.world
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        5 hours ago

        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.

  • PonyOfWar@pawb.social
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    10 hours ago

    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.

    • ShadowCat@lemmy.world
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      5 hours ago

      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

  • magic_lobster_party@fedia.io
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    9 hours ago

    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.

  • Red_October@piefed.world
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    8 hours ago

    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.

    • Phil_in_here@lemmy.ca
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      60 minutes ago

      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.

  • ICCrawler@lemmy.world
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    7 hours ago

    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.

  • PlzGivHugs@sh.itjust.works
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    9 hours ago

    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.

      • PlzGivHugs@sh.itjust.works
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        4 hours ago

        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.

    • toman@lemmy.zip
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      8 hours ago

      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.

      • Postmortal_Pop@lemmy.world
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        5 hours ago

        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.

  • Tattorack@lemmy.world
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    10 hours ago

    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).

    • Droechai@piefed.blahaj.zone
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      8 hours ago

      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