destroying the myth ..... AW IS a linear game.

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GreySeal9

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#101 GreySeal9
Member since 2010 • 28247 Posts

[QUOTE="GreySeal9"]

[QUOTE="2mrw"] may be i should have widened the paths a little then !!!!! i am not saying the game is closed, it may give you slightly more freedom than U2 .... but i saw some videos, you may enter a large area, let's say like a football field and yet the only thing you can do is walking in straight line till you pass it, you may find items on both sides but that's about it ...... this IS NOT a bad thing, all my games are linear btw. i do also have strong sources to buck me up..... and what's ur comment on the game lenght, 8-10 hrs ???!!!! the shortest open world game ever made !!!!!2mrw

Ninja-Hippo didn't say that the game was open world. He just said it runs on an open world engine.

Also, what would give you much more credibility than your sources is if you had actually played the game.

LOOOOLLL, actually all trolls say i played the game and it sucked hard ..... and still you can call him a troll ............... what a newbie ??? when a game is AAA, it's an AAA wether u liked it or not ??? when the game dev. said calling the game open world is a mistake, when some big gaming sites state the linearity of the game and make themselves clear about it, then i can thorw these in the face of any troll . can u plzzz explain how does the game run on open world engine but it's not open world ?????

Your response is all over the place. And I didn't call anyone a troll.

All I am saying is that if you want to be the one to take on the task of debunking a myth on AW's design, it would both help your credibility and make you seem far more sincere if you had actually played the game.

Also, are you trying to say that because a game has a certain type of engine, it must be a certain type of game>

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2mrw

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#102 2mrw
Member since 2008 • 6206 Posts
[QUOTE="GreySeal9"]

[QUOTE="2mrw"][QUOTE="GreySeal9"]

Ninja-Hippo didn't say that the game was open world. He just said it runs on an open world engine.

Also, what would give you much more credibility than your sources is if you had actually played the game.

LOOOOLLL, actually all trolls say i played the game and it sucked hard ..... and still you can call him a troll ............... what a newbie ??? when a game is AAA, it's an AAA wether u liked it or not ??? when the game dev. said calling the game open world is a mistake, when some big gaming sites state the linearity of the game and make themselves clear about it, then i can thorw these in the face of any troll . can u plzzz explain how does the game run on open world engine but it's not open world ?????

Your response is all over the place. And I didn't call anyone a troll.

All I am saying is that if you want to be the one to take on the task of debunking a myth on AW's design, it would both help your credibility and make you seem far more sincere if you had actually played the game.

Also, are you trying to say that because a game has a certain type of engine, it must be a certain type of game>

i am asking for clarification, that's all, can you provide that plzzz ?? AW runs on open world engine but it's not to a great extent !!!!!!!!!!!!!!!!!!
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opex07

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#103 opex07
Member since 2007 • 2236 Posts

Linear doesn't have to mean small. It also doesn't have to prevent one from going off the path. It has mostly do with limitations of the players autonomy. Alan Wake features far more limits than a game that is less linear such as a GTA game, RDR, Oblivion, etc.

GreySeal9

Those are all sandbox games, not open world. Crysis is a good example of what an open world game is.

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GreySeal9

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#104 GreySeal9
Member since 2010 • 28247 Posts

[QUOTE="GreySeal9"]

[QUOTE="2mrw"] "sigh" .... so you agree with me but you think i am a troll !!!!!!!!!!!!!!!!!2mrw

I only sort of agree with you and I don't think you're a troll at all (as trolls simply exist to get a rise out of people and you clearly don't do that). I just think that if you're going to congratulate yourself for shutting down fanboys, it shouldn't be so blatantly obvious that you'd only ever shut down the fanboys on the "opposing side".

fair enough, but if you read the OP, i made myself clear about dictating this thread to the seekar, one of the biggest trolls around, it's not really about cows and lemmings ......... the seekar is a troll ( put some thing offensive) .... i had so many useless discussions with him, i even got modded for that ............ you can call this thread a payback ..... if cows really have some rediculous claims, i will stand against them and i will shut them up.

What? If cows make ridiculous claims? They make ridiculous claims daily yet I never see you combating them much less making a thread about them.

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GreySeal9

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#105 GreySeal9
Member since 2010 • 28247 Posts

[QUOTE="GreySeal9"]

Linear doesn't have to mean small. It also doesn't have to prevent one from going off the path. It has mostly do with limitations of the players autonomy. Alan Wake features far more limits than a game that is less linear such as a GTA game, RDR, Oblivion, etc.

opex07

Those are all sandbox games, not open world, there is a difference.

Can you explain the differences? What are some examples of open world games if those are not?

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GreySeal9

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#106 GreySeal9
Member since 2010 • 28247 Posts

[QUOTE="GreySeal9"]

[QUOTE="2mrw"] LOOOOLLL, actually all trolls say i played the game and it sucked hard ..... and still you can call him a troll ............... what a newbie ??? when a game is AAA, it's an AAA wether u liked it or not ??? when the game dev. said calling the game open world is a mistake, when some big gaming sites state the linearity of the game and make themselves clear about it, then i can thorw these in the face of any troll . can u plzzz explain how does the game run on open world engine but it's not open world ?????2mrw

Your response is all over the place. And I didn't call anyone a troll.

All I am saying is that if you want to be the one to take on the task of debunking a myth on AW's design, it would both help your credibility and make you seem far more sincere if you had actually played the game.

Also, are you trying to say that because a game has a certain type of engine, it must be a certain type of game>

i am asking for clarification, that's all, can you provide that plzzz ?? AW runs on open world engine but it's not to a great extent !!!!!!!!!!!!!!!!!!

I am not the one to answer that question. I don't know enough about Alan Wake's engine.

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opex07

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#107 opex07
Member since 2007 • 2236 Posts

Can you explain the differences? What are some examples of open world games if those are not?

GreySeal9

Crysis would be a good example of an open world game.

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johnnyblazed88

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#108 johnnyblazed88
Member since 2008 • 4240 Posts

so this is basically about you cant runforever into the woods like in RDR so what? that type of open worldwould of sucked for alan wake

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pc-ps360

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#110 pc-ps360
Member since 2010 • 3462 Posts

god of war 3 , metal gear solid 4 , uncharted 2, heavy rain, little big planet, rachet and clank and killzone 2 are linear , whats ur point?

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2mrw

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#111 2mrw
Member since 2008 • 6206 Posts

god of war 3 , metal gear solid 4 , uncharted 2, heavy rain, little big planet, rachet and clank and killzone 2 are linear , whats ur point?

pc-ps360
the point is AW is also linear like them to a great extent ..... i thought that was obvious.... but for the record LBP is platformer based on user generated content, it shouldn't be put here .... nice putting PS3 exclsuives only btw.
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#112 pc-ps360
Member since 2010 • 3462 Posts

[QUOTE="pc-ps360"]

god of war 3 , metal gear solid 4 , uncharted 2, heavy rain, little big planet, rachet and clank and killzone 2 are linear , whats ur point?

2mrw

the point is AW is also linear like them to a great extent ..... i thought that was obvious.... but for the record LBP is platformer based on user generated content, it shouldn't be put here .... nice putting PS3 exclsuives only btw.

i put those good games because tey are top rated. actually for me IMO if a game is not linear i dont like it. i HATE getting stuck trying to figure outwhere to go. linear games are the best.

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2mrw

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#113 2mrw
Member since 2008 • 6206 Posts
[QUOTE="pc-ps360"]

[QUOTE="2mrw"][QUOTE="pc-ps360"]

god of war 3 , metal gear solid 4 , uncharted 2, heavy rain, little big planet, rachet and clank and killzone 2 are linear , whats ur point?

the point is AW is also linear like them to a great extent ..... i thought that was obvious.... but for the record LBP is platformer based on user generated content, it shouldn't be put here .... nice putting PS3 exclsuives only btw.

i put those good games because tey are top rated. actually for me IMO if a game is not linear i dont like it. i HATE getting stuck trying to figure outwhere to go. linear games are the best.

i also think linear game are the best as well.
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Ninja-Hippo

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#114 Ninja-Hippo
Member since 2008 • 23434 Posts
it may give you slightly more freedom than U2 .... but i saw some videos2mrw
Do you not think that this is the fundamental flaw in this thread? Should you not PLAY the game before making assertions as to how it plays?
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#115 Ninja-Hippo
Member since 2008 • 23434 Posts

I am not the one to answer that question. I don't know enough about Alan Wake's engine.

GreySeal9

I will step in here.

It has an open-world engine much like games like Red Dead Redemption or GTAIV do; that is, engines designed to handle large spaces and vast draw distances. It does all the same things that Red Dead Redemption does, however unlike games like RDR and GTAIV the game does not allow you to travel around that world without limits however way you please. Alan Wake, because of its heavy story-based gameplay, forces you to travel within certain areas at a time in that large world as opposed to letting you run wild within it.

The GAMEPLAY and storyline are thus linear, however the world of Bright Falls is not. It is one, very large, fully-rendered space as opposed to a series of levels like entirely linear games. Hopefully that clears some confusion up.

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hakanakumono

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#116 hakanakumono
Member since 2008 • 27455 Posts

Its a linear game like Silent Hill and Resident Evil. Still it runs on an open world engine.

PAL360

Resident Evil wasn't linear.

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stvee101

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#117 stvee101
Member since 2006 • 2953 Posts

[QUOTE="GreySeal9"]

Linear doesn't have to mean small. It also doesn't have to prevent one from going off the path. It has mostly do with limitations of the players autonomy. Alan Wake features far more limits than a game that is less linear such as a GTA game, RDR, Oblivion, etc.

opex07

Those are all sandbox games, not open world. Crysis is a good example of what an open world game is.

Whats the difference between sandbox and open-world games?

Serious question.

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#118 W1NGMAN-
Member since 2008 • 10109 Posts

[QUOTE="GreySeal9"]

I am not the one to answer that question. I don't know enough about Alan Wake's engine.

Ninja-Hippo

I will step in here.

It has an open-world engine much like games like Red Dead Redemption or GTAIV do; that is, engines designed to handle large spaces and vast draw distances. It does all the same things that Red Dead Redemption does, however unlike games like RDR and GTAIV the game does not allow you to travel around that world without limits however way you please. Alan Wake, because of its heavy story-based gameplay, forces you to travel within certain areas at a time in that large world as opposed to letting you run wild within it.

The GAMEPLAY and storyline are thus linear, however the world of Bright Falls is not. It is one, very large, fully-rendered space as opposed to a series of levels like entirely linear games. Hopefully that clears some confusion up.

No wonder graphically it didn't look that impressive ... there were points where I even thought it looked comparable to GTA4. It's all making sense now!
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#119 Anjunaddict
Member since 2010 • 4178 Posts

[QUOTE="PAL360"]

Its a linear game like Silent Hill and Resident Evil. Still it runs on an open world engine.

hakanakumono

Resident Evil wasn't linear.

Maybe he meant RE4/5
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hakanakumono

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#120 hakanakumono
Member since 2008 • 27455 Posts

[QUOTE="hakanakumono"]

[QUOTE="PAL360"]

Its a linear game like Silent Hill and Resident Evil. Still it runs on an open world engine.

Anjunaddict

Resident Evil wasn't linear.

Maybe he meant RE4/5

I guess?

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TheGrayEye

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#121 TheGrayEye
Member since 2006 • 2579 Posts

[QUOTE="GreySeal9"]

I am not the one to answer that question. I don't know enough about Alan Wake's engine.

Ninja-Hippo

I will step in here.

It has an open-world engine much like games like Red Dead Redemption or GTAIV do; that is, engines designed to handle large spaces and vast draw distances. It does all the same things that Red Dead Redemption does, however unlike games like RDR and GTAIV the game does not allow you to travel around that world without limits however way you please. Alan Wake, because of its heavy story-based gameplay, forces you to travel within certain areas at a time in that large world as opposed to letting you run wild within it.

The GAMEPLAY and storyline are thus linear, however the world of Bright Falls is not. It is one, very large, fully-rendered space as opposed to a series of levels like entirely linear games. Hopefully that clears some confusion up.

So... the tc is still right? It doesn't matter if the game is fully-rendered or not, if I can't go to those beautiful mountains in the distance, then it is just a background. Alan Wake has a more of an evolved Half-life 2, linear structure, in that there is a path, but there are also tons of little areas to go off and explore, usually for ammo or a coffee thing.

Crysis is more open than Alan, though there is nothing wrong with this, but still, I wonder how the game would have been if it was open-world, as originally planned...

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#122 asylumni
Member since 2003 • 3304 Posts

[QUOTE="GreySeal9"]

I am not the one to answer that question. I don't know enough about Alan Wake's engine.

Ninja-Hippo

I will step in here.

It has an open-world engine much like games like Red Dead Redemption or GTAIV do; that is, engines designed to handle large spaces and vast draw distances. It does all the same things that Red Dead Redemption does, however unlike games like RDR and GTAIV the game does not allow you to travel around that world without limits however way you please. Alan Wake, because of its heavy story-based gameplay, forces you to travel within certain areas at a time in that large world as opposed to letting you run wild within it.

The GAMEPLAY and storyline are thus linear, however the world of Bright Falls is not. It is one, very large, fully-rendered space as opposed to a series of levels like entirely linear games. Hopefully that clears some confusion up.

So how is this different from, say, Uncharted 2 like when you're at the top of the hotel with the huge city all around you?

(BTW - map of Bright Falls)

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#123 DerekLoffin
Member since 2002 • 9095 Posts

[QUOTE="opex07"]

[QUOTE="GreySeal9"]

Linear doesn't have to mean small. It also doesn't have to prevent one from going off the path. It has mostly do with limitations of the players autonomy. Alan Wake features far more limits than a game that is less linear such as a GTA game, RDR, Oblivion, etc.

stvee101

Those are all sandbox games, not open world. Crysis is a good example of what an open world game is.

Whats the difference between sandbox and open-world games?

Serious question.

Generally what there is to do. Sandbox games toss you into the game world and accomplish a wide range of objects, or just F around at you pleasure. Open World games are more a subset that give a small number of objective, but allow you to again do them in the order you please, approaching them in a wide variety of ways. Just Cause 2 would be a great example of sandbox, as you can literally spend days doing number but side objectives, or just F'ing around the environment. Crysis is more open world, with each level having very specific and few objective (generally a current main one and maybe a couple option side objective) that you can assault in a variety (I could skip the first encampment, stealth my way in and through to get the goodies there, or steal a car and charge the place like a mad man, etc).
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#124 TheGrayEye
Member since 2006 • 2579 Posts

[QUOTE="stvee101"]

[QUOTE="opex07"]

Those are all sandbox games, not open world. Crysis is a good example of what an open world game is.

DerekLoffin

Whats the difference between sandbox and open-world games?

Serious question.

Generally what there is to do. Sandbox games toss you into the game world and accomplish a wide range of objects, or just F around at you pleasure. Open World games are more a subset that give a small number of objective, but allow you to again do them in the order you please, approaching them in a wide variety of ways. Just Cause 2 would be a great example of sandbox, as you can literally spend days doing number but side objectives, or just F'ing around the environment. Crysis is more open world, with each level having very specific and few objective (generally a current main one and maybe a couple option side objective) that you can assault in a variety (I could skip the first encampment, stealth my way in and through to get the goodies there, or steal a car and charge the place like a mad man, etc).

Personally, I think of sandbox games as something like Garry's mod for Half-life 2, as that matches the reality of a sandbox in real life, in that you generally have nothing, but you're free to make something out of it. Just Cause 2 is an open-world game, it's already been designed and built, the world is completely open to you, but you still have objectives and missions, as opposed to Gmod, where there is no objective at all.

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#125 Ninja-Hippo
Member since 2008 • 23434 Posts

So... the tc is still right? It doesn't matter if the game is fully-rendered or not, if I can't go to those beautiful mountains in the distance, then it is just a background. Alan Wake has a more of an evolved Half-life 2, linear structure, in that there is a path, but there are also tons of little areas to go off and explore, usually for ammo or a coffee thing.

Crysis is more open than Alan, though there is nothing wrong with this, but still, I wonder how the game would have been if it was open-world, as originally planned...

TheGrayEye

I dont think he was right, in that he compared it to Killzone and Uncharted which are linear games in all aspects; a series of levels with a beginning and an end. Alan Wake is not like that at all.

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#126 Ninja-Hippo
Member since 2008 • 23434 Posts

So how is this different from, say, Uncharted 2 like when you're at the top of the hotel with the huge city all around you?

(BTW - map of Bright Falls)

asylumni

Because Uncharted 2 uses 'fake' backdrops. That is, they're a background there to look nice, not an actual fully-rendered area. In Alan Wake it's all real, fully detailed and while you cant explore the town at will whenever you want you do traverse the whole area throughout the course of the game, whereas in Uncharted you must stick to the games pre-determined path and that huge city all around you which you refer to is never visited or explored but just exists as a backdrop.

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#127 Vandalvideo
Member since 2003 • 39655 Posts
I am vindicated! I had told people that the game wouldn't be open world like people were claiming it would be. Not to say that is a bad thing, I enjoy the game so far. It is just linear. You know what? I actually think it is better that it is linear. Open world thriller = no no.
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#128 Ninja-Hippo
Member since 2008 • 23434 Posts

Personally, I think of sandbox games as something like Garry's mod for Half-life 2, as that matches the reality of a sandbox in real life, in that you generally have nothing, but you're free to make something out of it. Just Cause 2 is an open-world game, it's already been designed and built, the world is completely open to you, but you still have objectives and missions, as opposed to Gmod, where there is no objective at all.

TheGrayEye

Factually speaking, a sandbox game is simply one where you're dropped into an area where you can produce your own outcomes, as opposed to triggering scripted ones. You don't have to be a free-roamer to be a sandbox game. Halo is a sandbox game. You're dropped into an area populated with various encounters with the enemy which you can approach any way you like, as opposed to a scripted series of fights like in Call of Duty or Killzone. The fights themselves are not mission-designed by a developer. They play out differently and dynamically each time. That's all a sandbox game is. The absence of scripted mission design.

EDIT; sorry for so many posts... :P

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#129 TheGrayEye
Member since 2006 • 2579 Posts

[QUOTE="TheGrayEye"]

So... the tc is still right? It doesn't matter if the game is fully-rendered or not, if I can't go to those beautiful mountains in the distance, then it is just a background. Alan Wake has a more of an evolved Half-life 2, linear structure, in that there is a path, but there are also tons of little areas to go off and explore, usually for ammo or a coffee thing.

Crysis is more open than Alan, though there is nothing wrong with this, but still, I wonder how the game would have been if it was open-world, as originally planned...

Ninja-Hippo

I dont think he was right, in that he compared it to Killzone and Uncharted which are linear games in all aspects; a series of levels with a beginning and an end. Alan Wake is not like that at all.

I would say it is. Some of the levels are more open than both Killzone, and Uncharted, but it is still heavily structured, and there is generally one path- though there are many little side areas to go off and check out, I still don't consider that open-world, because games like Half-life 2 have a very similar thing.

The game is an explorable linear game, maybe like Metroid Prime in some aspects, and it's definately not as restricted as CoD, but those fully rendered cities and mountains in the surroundings are just background, if you can't really go to it or interact with it at your own will.

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#130 Leo-Magic
Member since 2005 • 3025 Posts
alan wake is awesome
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TheGrayEye

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#131 TheGrayEye
Member since 2006 • 2579 Posts

[QUOTE="TheGrayEye"]

Personally, I think of sandbox games as something like Garry's mod for Half-life 2, as that matches the reality of a sandbox in real life, in that you generally have nothing, but you're free to make something out of it. Just Cause 2 is an open-world game, it's already been designed and built, the world is completely open to you, but you still have objectives and missions, as opposed to Gmod, where there is no objective at all.

Ninja-Hippo

Factually speaking, a sandbox game is simply one where you're dropped into an area where you can produce your own outcomes, as opposed to triggering scripted ones. You don't have to be a free-roamer to be a sandbox game. Halo is a sandbox game. You're dropped into an area populated with various encounters with the enemy which you can approach any way you like, as opposed to a scripted series of fights like in Call of Duty or Killzone. The fights themselves are not mission-designed by a developer. They play out differently and dynamically each time. That's all a sandbox game is. The absence of scripted mission design.

EDIT; sorry for so many posts... :P

But to me, a sandbox in real life is just that, a box of sand. A kid might bring some kind of cutout plastic thing, those are his tools, and with that, he can shape buildings or castles or something. This is what Gmod is to me, because it's nothing at the start, but the game gives you tools, you build what you want out of it.

In Halo and Just Cause, the world is already built, you're not given the same kind of sandbox tools like a real sandbox, or gmod would have. The actual gameplay is still that of an ordinary shooter in Halo, it just might be a little bit more open for approach, hence open-world. You're control over the world is actually limited, unlike a sandbox, in which I could destroy it in seconds.

EDIT: Games like Halo and Just Cause 2 are still scripted, enemy sees you, enemy shoots you. You run out of health, you die and game reloads. In gmod, all these things can be altered, or are just not a factor at all.

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#132 FrozenLiquid
Member since 2007 • 13555 Posts

Open world thriller = no no. Vandalvideo

It could work. System Shock 2, arguably the greatest horror/thriller of all time, was gunning for that very idea. Never say never.

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#133 -Snooze-
Member since 2009 • 7304 Posts

I wish people like the TC would quit commenting on games they have never played ... 2mrw does this far too much

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Vandalvideo

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#134 Vandalvideo
Member since 2003 • 39655 Posts

[QUOTE="Vandalvideo"]Open world thriller = no no. FrozenLiquid

It could work. System Shock 2, arguably the greatest horror/thriller of all time, was gunning for that very idea. Never say never.

If people could replicate the same style of suspense that came from System Shock 2 in modern, more open environments that you see in the modern open world game I would be extremely impressed. Even System Shock 2 had closed corridors going for it allowing for funneling the player to specific set piece moments. But once you start setting people loose in a sprawling city or the wilderness it becomes a lot harder to control the atmosphere and environment. With current technology I just don't see that happening. This discussion is pointless anyway; the horror genre is practically rolling in its grave right now.
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the1stmoonfly

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#135 the1stmoonfly
Member since 2006 • 3293 Posts
[QUOTE="2mrw"] i also think linear game are the best as well.

I find linear games so dull and boring these days, and besides platformers, I wish games would try much harder to get away from linearity. Linearity leads to just going through the motions for me, and its one of the reasons I play very few games these days, I mainly play online, or racing sims offline.
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TheGrayEye

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#136 TheGrayEye
Member since 2006 • 2579 Posts

[QUOTE="FrozenLiquid"]

[QUOTE="Vandalvideo"]Open world thriller = no no. Vandalvideo

It could work. System Shock 2, arguably the greatest horror/thriller of all time, was gunning for that very idea. Never say never.

If people could replicate the same ****of suspense that came from System Shock 2 in modern, more open environments that you see in the modern open world game I would be extremely impressed. Even System Shock 2 had closed corridors going for it allowing for funneling the player to specific set piece moments. But once you start setting people loose in a sprawling city or the wilderness it becomes a lot harder to control the atmosphere and environment. With current technology I just don't see that happening. This discussion is pointless anyway; the horror genre is practically rolling in its grave right now.

It worked fine in Stalker, actually more than fine, considering Stalker is the only game I've played in years that was successful at scaring me. With open-world game, you can have it so the AI is always on the move, thus making your encounters with them, unpredictable. Also, the atmosphere in Stalker, is some of the best in the industry.

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Xire_XII

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#137 Xire_XII
Member since 2007 • 3092 Posts

I've played it and it is linear, for the most part. There are open-world segments, like say Call of Juarez: Bound in Blood. Where there's more room to do a few things in, like collectibles. Other than that, it's pretty linear with about as much branching paths as Final Fantasy XIII. Which isn't bad and don't see an issue with.

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FrozenLiquid

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#138 FrozenLiquid
Member since 2007 • 13555 Posts

If people could replicate the same style of suspense that came from System Shock 2 in modern, more open environments that you see in the modern open world game I would be extremely impressed. Even System Shock 2 had closed corridors going for it allowing for funneling the player to specific set piece moments. But once you start setting people loose in a sprawling city or the wilderness it becomes a lot harder to control the atmosphere and environment. With current technology I just don't see that happening. This discussion is pointless anyway; the horror genre is practically rolling in its grave right now. Vandalvideo

Well, the closest we've ever been to a open world horror is the STALKER series, and if that's anything to go by, we're in for a real treat. Trotting off to an abandoned settlement just to hear the growls of a Bloodsucker are up there with the mutants of SS2 and crazy things in Silent Hill 3.

I wouldn't be so fast to say the horror genre is rolling in its grave, even less to call it a genre as there really is none. Metro 2033 was sublime, Darkness Within 2 looks like a freakin' amazing game that finally matches up a fantastic story with fantastic gameplay, and with Amnesia: The Dark Descent coming up soon, people who take their thrills seriously will be in for a treat.

I'm also going to include Dead Rising 2 in this. No, it doesn't scare you witless, but if it was a movie, it'd be considered a horror in the vein of Sam Raimi or some Italian giallo.

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Vandalvideo

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#139 Vandalvideo
Member since 2003 • 39655 Posts
It worked fine in Stalker, actually more than fine, considering Stalker is the only game I've played in years that was successful at scaring me. With open-world game, you can have it so the AI is always on the move, thus making your encounters with them, unpredictable. Also, the atmosphere in Stalker, is some of the best in the industry.TheGrayEye
I'm not entirely sure what parts of Stalker scared you. Ultimately, with that approach you run into the problem of having far too weak experiences as compared to a more traditional thriller game. Randomly generating NPCs which are big and burly only get you so far in suspense.
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Vandalvideo

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#140 Vandalvideo
Member since 2003 • 39655 Posts

[QUOTE="Vandalvideo"]If people could replicate the same style of suspense that came from System Shock 2 in modern, more open environments that you see in the modern open world game I would be extremely impressed. Even System Shock 2 had closed corridors going for it allowing for funneling the player to specific set piece moments. But once you start setting people loose in a sprawling city or the wilderness it becomes a lot harder to control the atmosphere and environment. With current technology I just don't see that happening. This discussion is pointless anyway; the horror genre is practically rolling in its grave right now. FrozenLiquid

Well, the closest we've ever been to a open world horror is the STALKER series, and if that's anything to go by, we're in for a real treat. Trotting off to an abandoned settlement just to hear the growls of a Bloodsucker are up there with the mutants of SS2 and crazy things in Silent Hill 3.

I wouldn't be so fast to say the horror genre is rolling in its grave, even less to call it a genre as there really is none. Metro 2033 was sublime, Darkness Within 2 looks like a freakin' amazing game that finally matches up a fantastic story with fantastic gameplay, and with Amnesia: The Dark Descent coming up soon, people who take their thrills seriously will be in for a treat.

I'm also going to include Dead Rising 2 in this. No, it doesn't scare you witless, but if it was a movie, it'd be considered a horror in the vein of Sam Raimi or some Italian giallo.

Like I mentioned to the other poster, I don't see STALKER as having the type of thriller assets to even begin to compare to games like Silent Hill; games which due to their linear nature were able to create masterful set pieces which you just simply don't find in games like Stalker. I never once was scared or frightened in Stalker as oppose d to Silent Hill or System Shock 2. Also, I'm not looking forward to Amnesia. The gameplay elements look extremely poor. I just don't see the fun of hiding inside a cupboard. Real time cupboard hiding was attempted in Deadly Premonitions and it was meh at best.
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#141 deactivated-5b19214ec908b
Member since 2007 • 25072 Posts

Here is Alan wakes map

http://img13.imageshack.us/img13/6116/swscan00007q.jpg

Its pretty linear but its not as linear as most games

For comparison heres Fable's map

http://guides.gamepressure.com/fablethelostchapters/gfx/maps/181941759.jpg

Both games are split into lots of small paths but in Alan wake their are much more linking paths unlike in fable where its mostly just a straight line

http://uppix.net/4/d/3/b4fadbb7a3408d101779c18c4a9b0tt.jpg

Just cause 2 has no paths or invisible walls.

Alan wake is linear but is still pretty open compared to other linear games

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asylumni

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#142 asylumni
Member since 2003 • 3304 Posts

[QUOTE="asylumni"]

So how is this different from, say, Uncharted 2 like when you're at the top of the hotel with the huge city all around you?

(BTW - map of Bright Falls)

Ninja-Hippo

Because Uncharted 2 uses 'fake' backdrops. That is, they're a background there to look nice, not an actual fully-rendered area. In Alan Wake it's all real, fully detailed and while you cant explore the town at will whenever you want you do traverse the whole area throughout the course of the game, whereas in Uncharted you must stick to the games pre-determined path and that huge city all around you which you refer to is never visited or explored but just exists as a backdrop.

This is to what I was referring. It seems to be rendering a pretty good distance to me, and you do visit parts of the city.

Are you saying that Alan Wake being in a single location for the whole game is what makes it open, even though there's no point in the game where you can just pick any place and go there? Or are you claiming that everything is always fully rendered?

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TheGrayEye

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#143 TheGrayEye
Member since 2006 • 2579 Posts

[QUOTE="TheGrayEye"]It worked fine in Stalker, actually more than fine, considering Stalker is the only game I've played in years that was successful at scaring me. With open-world game, you can have it so the AI is always on the move, thus making your encounters with them, unpredictable. Also, the atmosphere in Stalker, is some of the best in the industry.Vandalvideo
I'm not entirely sure what parts of Stalker scared you. Ultimately, with that approach you run into the problem of having far too weak experiences as compared to a more traditional thriller game. Randomly generating NPCs which are big and burly only get you so far in suspense.

Just about the entire atmosphere in the game of Stalker got to me, and the segments with the underground labs, those were damn scary. You mentioned in a post above, you were scared in games like System Shock 2, which personally, never scared me. SS2 also had randomly generating badguys as well.

The thing about Stalker is, is that it's an entire world. There is contrast, there are places where it is sunny and you only fight humans, and then there are places where you go down into a creepy underground tunnel, after having spent much time in a less scary environment, and it does help a lot in terms of scare factor. I would go as far as to say, that open-world horror games, have the potential (after looking at Stalker) to be the very best kind of horror game, because a large unpredictable world, has much more potential than some theme park type ride, that a lot of horror games end up feeling like.

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Vandalvideo

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#144 Vandalvideo
Member since 2003 • 39655 Posts
Just about the entire atmosphere in the game of Stalker got to me, and the segments with the underground labs, those were damn scary. You mentioned in a post above, you were scared in games like System Shock 2, which personally, never scared me. SS2 also had randomly generating badguys as well.TheGrayEye
Note, I merely said that randomly generated buggers only got you so far. The fact that I was scared by System Shock 2 does not mean it was by those randomly generated buggers. It does not also mean that the inclusion of randomly generated buggers makes a game not scary. They are merely insufficient to make a game scary. The things that haunted me in SS2 were the ghost sequences and Shodan. The randomly generated buggers did absolutely nothing for me.

The thing about Stalker is, is that it's an entire world. There is contrast, there are places where it is sunny and you only fight humans, and then there are places where you go down into a creepy underground tunnel, after having spent much time in a less scary environment, and it does help a lot in terms of scare factor. I would go as far as to say, that open-world horror games, have the potential (after looking at Stalker) to be the very best kind of horror game, because a large unpredictable world, has much more potential than some theme park type ride, that a lot of horror games end up feeling like.

I have absolutely no idea how you could have been frightened by those tunnels in the original STALKER game. (If you are talking about the same ones I have a video up of on this website) It just felt like a dungeon crawl to me. Absolutely nothing special. That has nothing on Prison Monster from Silent Hill 2.
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2mrw

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#145 2mrw
Member since 2008 • 6206 Posts
[QUOTE="Ninja-Hippo"]

[QUOTE="asylumni"]

So how is this different from, say, Uncharted 2 like when you're at the top of the hotel with the huge city all around you?

(BTW - map of Bright Falls)

Because Uncharted 2 uses 'fake' backdrops. That is, they're a background there to look nice, not an actual fully-rendered area. In Alan Wake it's all real, fully detailed and while you cant explore the town at will whenever you want you do traverse the whole area throughout the course of the game, whereas in Uncharted you must stick to the games pre-determined path and that huge city all around you which you refer to is never visited or explored but just exists as a backdrop.

this has to be the worst explaination ever !!!!! background is a back ground ......... what does " the backgrounds in AW are real and fully detailed" mean ???? they can't be reached, that's why they are backgrounds. U2 could make the same thing .. i mean, making all the events in Napal, making you visit the same locations over and over .... does this make it open world ?????
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HAZE-Unit

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#146 HAZE-Unit
Member since 2007 • 10564 Posts

The game's designed with an open-world engine in mind and they wanted it to be open world game initially but they decided to make it a linear experience so players don't be distracted from the main point of the game.

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-Snooze-

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#147 -Snooze-
Member since 2009 • 7304 Posts

[QUOTE="Ninja-Hippo"]

[QUOTE="asylumni"]

So how is this different from, say, Uncharted 2 like when you're at the top of the hotel with the huge city all around you?

(BTW - map of Bright Falls)

2mrw

Because Uncharted 2 uses 'fake' backdrops. That is, they're a background there to look nice, not an actual fully-rendered area. In Alan Wake it's all real, fully detailed and while you cant explore the town at will whenever you want you do traverse the whole area throughout the course of the game, whereas in Uncharted you must stick to the games pre-determined path and that huge city all around you which you refer to is never visited or explored but just exists as a backdrop.

this has to be the worst explaination ever !!!!! background is a back ground ......... what does " the backgrounds in AW are real and fully detailed" mean ???? they can't be reached, that's why they are backgrounds. U2 could make the same thing .. i mean, making all the events in Napal, making you visit the same locations over and over .... does this make it open world ?????

Fact of the matter is. AW is less linear then UC2, by some margin.

If you've played both you will agree, if you haven't don't bother responding.

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#148 theseekar
Member since 2010 • 1537 Posts

Watch

http://www.youtube.com/watch?v=DAM_gx5qH8g&feature=related
http://www.youtube.com/watch?v=sOBN04saU4I&feature=related

/thread

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2mrw

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#149 2mrw
Member since 2008 • 6206 Posts
[QUOTE="-Snooze-"]

[QUOTE="2mrw"][QUOTE="Ninja-Hippo"] Because Uncharted 2 uses 'fake' backdrops. That is, they're a background there to look nice, not an actual fully-rendered area. In Alan Wake it's all real, fully detailed and while you cant explore the town at will whenever you want you do traverse the whole area throughout the course of the game, whereas in Uncharted you must stick to the games pre-determined path and that huge city all around you which you refer to is never visited or explored but just exists as a backdrop.

this has to be the worst explaination ever !!!!! background is a back ground ......... what does " the backgrounds in AW are real and fully detailed" mean ???? they can't be reached, that's why they are backgrounds. U2 could make the same thing .. i mean, making all the events in Napal, making you visit the same locations over and over .... does this make it open world ?????

Fact of the matter is. AW is less linear then UC2, by some margin.

If you've played both you will agree, if you haven't don't bother responding.

if you bothered reading some of the posts, you would know i already said that . but the game shares with linear games alot more than it shares with open world games. i am using some common sense here.
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asylumni

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#150 asylumni
Member since 2003 • 3304 Posts

Watch

http://www.youtube.com/watch?v=DAM_gx5qH8g&feature=related
http://www.youtube.com/watch?v=sOBN04saU4I&feature=related

/thread

theseekar

Might help if you state what, exactly, that's supposed to prove.