What makes a game feel truly like an adventure?
What makes a game feel truly like an adventure?
sense of discovery
if i travel to a new area and its got unique assets and enemies and items to find thats good, while most games will give you the area but will reuse the same enemies youve been seeing all game
in your image is a part of it. Sense of scale.
the sense of progression
This. Games don't have to be open world(though it helps) to feel like an adventure. Or else movies would never feel like adventures.
unironically soul
Why do so few games get scale right?
>a well thought out world with rich lore
>traversal of that world is a big part of the gameplay
>meaningful character interactions and choices
>deep customisation of your character
>more to the game than just combat
>the devs put their heart and soul into it
>points for good wind, water, fog, light, grassand tree effects
>points for semi-open, interconnected world that still pushes the player on a narrative trajector with points of no return. fast travel kills the sense of adventure
pretty much desu ne
Music is important too
unironic bump
What games are top left and the two in the middle?
Outward Witcher
Demons Souls Dragons Dogma
BOTW SOTC
Thank you brethren
Elden Ring almost hits the mark, but the fast travel and constant combat kind of fucks it. There is not real sense of traveling anywhere, when you can just teleport around at will.
Outward sucked but you should play the other two. Demons Souls emulates fine and the PC port of DD is good.
I was looking into outward just now since I never heard of it. Unfortunate.
Some people like it but I didn't.
Top left looks good, what game?
Outward
Outward makes traveling and exploring an earnest logistical challenge, which can be fun.
Trouble is that it's too far up its own ass.
The Definitive Edition (releasing on the 17th) will address some QoL deficiencies but won't make the core design less tedious.
I'd still recommend it to anyone coveting a proper open adventure, though, provided they can stomach the jank.
All I see is a chink time & money sink.
I understand the appeal but it's too indie with bad gameplay.
i find it weird how adventure is so associated with open world. i often find open world the worst for adventure. i dont think theres much a sense of adventure if i know i can cross the map in only a few minutes. to me, adventure is more "point A to point B", where you start at one point and end at another a long way off. and along the way you come across different places and events, like towns
A general sense of wonder, a sense of it being a lived in world, atmosphere, art style, sound, not knowing what's around the corner, progression, scale, discovery.
The games that most capture what 'adventure' means to me:
>Elden Ring
>RDR2
>SotC
>OoT
>BotW
>Witcher 3
>Skyrim
>Oblivion
>DA:O
>DD:DA
>KC:D
>FFXII
How many wenches I can bed along the way to my final destination where I finally die after my quest is complete.
Open worlds can avoid that pitfall by making the world challenging to negotiate and traverse.
SotC mogs all open world games to this day
what a classic
How'd they do it, Yea Forumsros?
>as people stated already sense of scale is key and god damn does it nail it completely
>maps is smaller and feels more hand crafted
>no filler side quests or faggy npcs, backtracking is near none existent. game does it things then ends when it runs out of things instead of being 90 hours of copy pasted filler
it is my deep wish that someday my game will be included in one of these adventure kino collages
will never happen it looks gay
Remove mountaintops and I'll agree with you.
I remember you from the last time this thread was made. Have you made any progress?
genshin absolutely fails at feeling like an adventure because it is so repetetive. You come across some crazy looking ruin but instead of anything interesting its the same old hit thing w/ right element puzzle for a chest of enchantment fodder. It's so formulaic and unrewarding that it destroys any sense of discovery. Quest compass does not help it either
hi user. yes i've made a lot of progress
>spells and magic are working now
>enemies can make ranged attacks (webm related)
>fixed all clothing clipping issues (this was surprisingly challenging) and made a lot of new armor and clothing sets
>implemented cutscenes with lipsync, so the characters can speak their lines dynamically
>hired two voice actors i'm excited to work with
it's a marathon not a sprint, but i am still on track to release my free demo this fall desu.
No quest compass or ubisoft towers dictating where and what you do. Makes the game feel like a checklist
ok?
>two arrow hits knock out 80% of your health bar
Don't fall into the artificial difficulty trap user, you aren't FromSoft, and that's a good thing.
Also, the blood spill should leave a trail on the ground.
Go tiger
never give up
Exploration is one of the most underused mechanics ER made that clear to me.
lol zelda shoved in there
ok nintenkiddo
A lack of hand holding or quest arrows that tell you where to go, forcing the player to actually figure it out themselves by thinking observing and exploring.
A world that you can interact with in more ways than just combat. Actual non-combat problems that require the player to use their skills to solve a less straightforward problem
if its just combat and mining resource nodes, you can easily just feel like a mmo
lots of concept artists don't hammer out the actual perspective of things at extreme distance and it leads to an overall wonky sense of scale.
fuck
You're soulless NPCs brainwashed by the media.
Take your meds, Eric.
projection
remove that copy&paste 1200 Korok seeds collectathon 120 Ubishit towers Pigshitendo tech demo from the grid. It's an embarassment to the whole video games industry and every video game blogging "journalist".
Sequel when?
>genshin drone
>calling others soulless + brainwashed
>sense of scale but not actually open world
>music
>well written companions to adventure with
simple as
grand scale (like in your image) in practice means 20 minute travel times between each point of interest
for me it's volcano manor
looks like smeared feces after frut loops + bubble tea overdose.
your game is garbage and it looks worse than violent diarrhea from 2005.
jesus that looks like dogshit
And that is a good thing.
A sense of weight towards what you're working towards or self-examination of just how far you and the rest of the characters have been?
I remember playing Pyre a while back and something about the story and presentation really stuck with me. In terms of gameplay it's basically just Oregon Trail lite, with visual novel interactions and sports tournament payoffs (which I thought sounded terrible on paper). But the way that every step of the journey is given some sense of character-driven impact really made it feel like an expedition to the edge of the world by the end. Listening to the bard sing as you cross the sea, collecting mementos from every location for the constantly changing hub-screen, learning about characters in a way that influences your choice of which you want to prioritize helping, etc.
Maybe those are all just story and art elements, but they went a long way in making me feel something for a gameplay genre I wouldn't normally think twice about.
This but unironically.
botw is like a child game for adults, when most kids are just going to play fortnight / overwatch instead of botw
>means 20 minute travel times between each point of interest