Is there a way to do "bandit camps" in open world games well?
Is there even a single well designed "bandit camp" in any open world game or an open world game with well designed enemy encampments that are fun to play in?
Is there a way to do "bandit camps" in open world games well?
Is there even a single well designed "bandit camp" in any open world game or an open world game with well designed enemy encampments that are fun to play in?
I'm not interested in talking about that subject. Delete this thread.
I’m interested in this thread. Please post further.
This is a weirdly specific question
Because I hate bandit camps and think they're boring as shit.
It's always just go in to a circle and kill a bunch of mooks.
What are some bad ways to design a bandit camp OP?
Best example I can think of is Fable: TLC but, y'know. Not open world.
I think bandit camps are done well when they're not just copy pasted enemies, but instead a well laid out defense built in to the environment. I think they should also be used to block off major routes and resources. I'd love for more abandoned structures that turn out to be ambushes set up by bandits too.
>bandit camps that slowly get stronger and more built up over time
>you can kill everybody and leave or destroy the camp to reset it
>you can permanently eliminate the camp by inhabiting it with regular people somehow
AC: Origins and Odyssey, for example.
The standard way of always having a base with walls around it, enemies at lookout towers/gate and then enemies patrolling or standing idly at random places inside the base.
Then all you do is kill everyone in the base. It's always the exact same thing and almost the exact same bases.
For those of us who haven't played it, what exactly makes that camp so special?
Who says a well-defended and smartly designed outpost can't also have copy pasted enemies?
>spending 500 hours to develop a passive feature that only 4% of the users will notice
yeah no
I think Stalker made sense. Strelok's hideout is basically a bandit hideout, and bandits can raid any camp and make it their own (or leave).
That's just typical ubisoft gameplay user
Just do it borderlands style, have one big fenced in area with one door and when you enter everything attacks you at once.
what exaclty is your problem with them?
too repetitive?
gameplay too boring?
AI too bad / coming at you one by one?
not realistic / conceivable enough?
>500 hours to set up a few variables and functions that use already existing assets
yeah no
Too samey and uninspired.
Basically a fenced off area with 2-4 entrances and enemies at lookout at each entrance and then the rest of the enemies just middle about inside the fenced of area. The objective is always to kill everyone in any way.
This makes them repetitive and more of a slog, not an interesting challenge. In open world games in particular they just turn into a checkbox you cross off.
I get your problem.
It's because those games developed a formula for bandit camps, that regulates everything down to having an actual objective to clear them.
The whole issue is that many devs think they can create content on an industrial scale, while they really should use their individual creativity to create unique content.
Solution:
What you want instead is a game with a limited number of handplaced camps of various sizes, types, shape and the objectives being more varied and organic.
Basically you want to feel like they are part of the game and not some foreign object that has been copy pasted in there as filler content.
How does that sound?
The problem is that more custom and handcrafted bases take more time and the devs obviously wants a bunch of them.
Devs already have a problem populating open worlds with worthwhile content, if you reduced the number of bases the world would be even emptier (unless you filled it with something else).
But I guess devs need to rethink how to make open world games. Because now that I think about it, it's probably a larger issues and the poorly designed bandit camps are probably connected?
MGSV did it pretty well.
>Just do it borderlands style
Just copy a shit game? Sounds counter-intuitive
>Because now that I think about it, it's probably a larger issues and the poorly designed bandit camps are probably connected?
It's mostly because they always want to go larger with their worlds.
Personally I would rather play a great game for 50 hours, than grinding bullshit for 100 hours.
That's almost how it works in Far Cry New Dawn, the biggest difference is you have to abandon an already captured camp for enemies to rebuild it stronger.
maybe having camps with different enemies could spice things up, like different factions of bad guys e.g. cultists or realm traitors etc. who has different approaches to battle and weaknesses accordingly