@jumpaction said:
@waahahah:
I don't like the shooting mechanics in GTA. :(
It's primarily because of that weight - because the auto-aim is clearly compensating for the fact that the aiming recital is stiff and that weight tends to really just stuff you behind cover. You can't step out and run-and-gun but the result of that finds you behind cover and auto-aiming enemies when they pop out like a shooting gallery, which is the opposite of what I look for in a 3rd person shooting game. Some more kinetic movement would have actually helped to make the action interesting, dangerous and not extremely easy. I certainly didn't find I needed to prepare... it's too easy for that. The game solves much of the point of shooting games for you. You can turn that auto-aim off but then the actual manual aiming is really under-par. I think they could really improve their shooting mechanics, personally. :/
The aiming reticalis not stiff. That doesn't make any sense and if it is change your sensitivity on either your mouse or your controller. And you can just turn free aim on... it turns out aiming at things like cops in cars and helis is why the aiming is there, its just much harder to do on a controller.
Also the game is NOT that easy, if it was heists online wouldn't be infuriating, and cops can tear you to shreds in the open and swarm you. Theres a lot more movement in a driving game then your giving it credit for. Having a stand off is hard without finding a good spot or its usually better to continue moving to get back to a car of some sort.
The world being shallow is an artifact of the game not being populate with enough receptive content to actually explore. Obtusely hidden easter eggs and gorgeous vistas are, of course stuff to see but it's not receptive content. That's not my problem. That's the game not making me feel like I am accomplishing anything by exploring its world because there is nothing to achieve by exploring it. That's the game's problem. :P
Even if the korok seeds are repetitive, they are still a more meaningful reason to explore a world than easter eggs or to look at stuff.
That's not to say I haven't had moments I enjoyed in GTA's simulation. I mentioned before it's one of my favorite aspects of the game. I loved taking taxis in GTA IV, listening to John Coltrane and staring out the window as rain lashed outside. I think that is a valuable experience to have but it's not going to hold my attention in the world the same way that, as I mentioned before, things like the korok seeds do.
GTA's world is not shallow any more than BOTW. Your picking things out to your liking, the people in the game are incredibly interesting to interact with and the shooting mechanics lend themselves to a very receptive world making shoot outs more chaotic with fleeing pedestrians and piles of cops.
I didn't say the the korok seeds were repetitive to find, I said there is a rapid dropoff in usefulness so reward isn't the primary reason to explore in the end. Its the journey that matters and one of similarity that can be found in gta if you choose to explore it.
I'm not saying that I believe BoTW is the best in sandbox gameplay. I am saying though that it is better at it than GTA V. Also Kerbal Space Program is awesome but it's not an open world game.
What i'm saying is that they are different types of games and the level of interaction in BOTW stops to short. There is nothing to really abuse the mechanics of the game on. I've had more fun being creative in gta 5 because of how much more complexity the scenario's can be. It's just being creative in different ways.
I'd argue Eventide island was actually a perfectly fine length. I don't see how it was half-baked at all. In fact, I don't know what more they could have done with it without just making it into a restart of the game itself. It's not like I feel some of the ideas in BoTW aren't half-baked. The shrines absolutely could have benefited from being longer and given more substance. Ditto the dungeons. Still though, GTA V's heist missions. Those, to me felt under utilized and the potential there was huge. Specifically recruiting a team each with their individual stats felt like something that could have been explored much more but these people, their stats and their purpose is isolated to, what 3 heists? Games have ideas that could have been explored more. At the very least, all the mechanics I use in BoTW are the ones that I use throughout the game. There are never mechanics that become abandoned outside of their one specific use like in GTA's heist cases... or even stealth really. Some of the characters stats in that game are odd inclusions. What does the stealth meter even mean?
How much longer did Shrouded Shrine need to be? It's an area covered in darkness. You use a light source to navigate it and you have access to all your tools to do that. What more could they have done with that snapshot idea? :P It's not like it doesn't elaborate, you go from different enemies of varying difficulties in a linear order until you get to the end of the shrine. It's short but I don't think length is the same thing as substance.
My point is the entire game is built on "snap shot" ideas. Nothing feels fully developed apart from you show up, solve a small puzzle and move on. Apart from some areas being cold and you operate in the cold. In fact i'd argue this game feels MORE shallow as an open world because of that.
Like what happens if the lost forest took a corner of the map and had like several dungeons to discover while you got lost and you were forced to constantly navigate using unconventional means. They were set up as tiny challenges, not built up in a meaty area for you to explore.
More eventide like areas could have also helped to expand on that initial idea.
The sandbox they created can be done in a much smaller with more developed ideas, nothing in the game requires a large game world for the type of sandbox to work.
So I'd go back to GTA's sandbox is just different, its scale works because of cars and the chaos that insues when things get messy. The stealth meter means you make less noise moving around, you can see your "noise" on the minimap, if you start sprinting its very clear.
But by removing that information, it makes it unlike a Ubisoft game. :P
At least to me because the reason I highlight a Ubisoft open-world game with that reputation is because of the pointless engagement with the open world, uninteresting collectibles and useless rewards - attributes I wouldn't give to BoTW. So that makes it unlike a Ubisoft game for me.
I'm not necessarily talking about survival though. It's less to do with surviving harsh environments and more to do with holding back on information so that I can get lost, discover things for myself and come up with solutions to problems such as scaling the environments or figuring out how to find treasure. It's giving me something to do with my mind rather than being told where to find something and not feeling like I am engaging with the open world. Surprise is one of the keys here because stumbling upon an alter in the middle of a snowy cliff face and spontaneously having to chase a dragon down a cliff to destroy its infection, or stumbling upon a glowing, white horse are only prevalent surprises and discoveries when I have actually discovered them myself. I made no assertions on BoTW as a survival game; I'm simply speaking of it in terms of an open world adventure game.
The reason I compare botw to ubisoft games is they are both filled with tons of collectibles. GTA's collectibles aren't as prevalent when you consider its got a meaty game meaty side missions and incredibly fun mechanics to interact with that world with.
BOTW is a sandbox without any meat basically.
Limiting information is only one suggestion. It might not even be a solution that works for GTA because things like GPS systems exist naturally in a modern, urban environment. I do think more open world games could learn from games like BoTW and Thief in terms of how to engage the player more in the open world but perhaps that's not the solution GTA could use. Not every game needs to be the same, like you said, but having more to engage with the world like cop chases but giving purpose behind them would make the world feel less like the navigation between the missions and more like a world worth exploring because I don't feel like GTA V is worth exploring or getting lost in. It is really just what ever appears on the map for me...
Exploring is one way to engage me another would be to open up the map to more of those cop chases in the mission design. I think it would be fun to see more missions in GTA designed around the world rather than a sub-set of that world. BoTW's dungeons also limit you to an area but that's in face of a world you're constantly engaging in outside of these dungeons.
The cops are a huge part of the interactivity of GTA's world and directly translates to how difficult the game is depending on how messy you let things get.
And your comparing most of BOTWS trivial interactions in the end that have no real bearing on success when the complexity and difficulty isn't that much. Again the neat things you can do in BOTW are not "rewarding" in a tangible or meaningful way outside of player satisfaction.
It's just a difference in preference, I guess. We're both expecting different things from our games. :/
BoTW is certainly one of the first open world games in a while where I haven't felt guilty dumping hours into just running around and finding things to do because the things I find were often memorable. If I sat down to play GTA and decided I wanted to explore the world, I probably wouldn't come out of that session with much to talk about. I don't really want to get aggressive toward GTA because many people love it just how it is. It's not for me and it's not something I feel other open world games could learn from. People feel differently and that's fine.
I certainly prefer BoTW as an open world and sandbox game.
Right but I'm the one pointing out they are both GOOD sandbox'es in their own way. Neither is better than the other and we need both to make both actually stay good. If every game was like botw than gta5 would come out and it would be the refreshing sandbox that has a bit of structure and progression built into the chaos.
As someone that likes gameplay I didn't like BOTW nearly as much as gta 5. And thats to say its a problem with creativity. I liked Kerbal space program just as much as gta5. The problem with botw is the creativity isn't meaningful and its built on trivial "snap shot" ideas where you only have so much wiggle room for creativity. They are neat but none of them is meaningfully rewarding and using the mechanics in interesting ways are NOT tangible rewards like your making them out to be. Gta's underwater discovery or peyote animal fever dreams are just as rewarding for people that find them because its a personal experience reward. Shooting the tires out of a car coming head on so it crashes into cops behind you is again rewarding to the player mostly for doing that. To say there are not receptive elements in GTA is nonsense.
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