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?

@[email protected]
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Depends how full it is, how interesting is it (note this is not the same as full), how fast you can travel, and how fun movement is.

There’s a lot of elements to open world and a lot of devs get the balance very wrong. You end up playing in a map rather than the world.

pop [he/him]
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deleted by creator

PonyOfWar
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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
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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

Red_October
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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.

@[email protected]
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52M

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.

@[email protected]
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The music and the bright colors in that cel shading style were great. They also did a really good job with the seagulls and the barrels and the silhouettes in the distance as you were sailing. Maybe it was just the contrast with all of the ‘dark’ games at the time. It was a gigantic mood swing from majora’s mask. The music really helped sell it.

I think wind waker is good example of how to handle ‘open world’ without letting on that you’re controlling the experience. I don’t think any of the official ‘next steps’ ever had you sailing more than three squares away. The teleport was right when the world ‘opened up’ to you doing whatever you felt like, and the easily grasped concept of one square=one island with some interaction made sure there was no loss of focus on the developers or players. Obviously the main islands had more to do than the ones with just a platform/reef, but it worked.

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To summarize this thread: It’s not the size of the map, it’s how you use it

@[email protected]
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162M

Hey it’s a totally average sized map! Some would even say it’s too much!

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42M

It has pools in it!

@[email protected]
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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
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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

Mark with a Z
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Measuring size alone is meaningless, as gameplay affects perceived size, and density of meaningful content in relation affects the experience.

Size should match content.

Skyrim is canonically pretty close to the size and shape of Estonia, but in game it’s very small. If the game’s content was spread out to the “real” size, it would feel completely barren.

The map in Deus Ex MD was quite small, just a couple tiny districts, but it punched way above its size because it was so dense in detail.

@[email protected]
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Agree. If you could go into every single store, house, nook and cranny of Cyberpunk 2077, and talk to all the NPCs, it would feel absolutely humongous. Gameplay significantly affects perceived size.

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

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

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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.

@[email protected]
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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.

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Hot take, but the open world nature of Elden Ring drove me crazy. Coming from a series grounded by its tightly knit and highly curated environments, I never understood why Elden Ring is so unanimously considered the “peak” of the series.

I enjoyed my time with it, but I couldn’t help but wonder what the game could have been without the open world inclusion. So for me it’s not necessarily “how big is too big”, but whether or not the gameplay necessitates an open world.

@[email protected]
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Agreed the level designs in dark souls coupled with the exploration made them s tier an adventure. Elden rings was ok but with all the traveling I felt more like a tourist.

@[email protected]
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I’m with you on it, because my completionist tendencies saw me trekking between one too many copy-and-pasted side dungeons in the 50 hours I gave Elden Ring before I couldn’t take it any more and never came back to finish the game.

It’s not like the moment-to-moment combat is any less fun than the games that came before it, but since the game lets me indulge in my worst tendency of finishing every optional thing before progressing things it just felt like a meaningless checklist slog.

It’s definitely a “me” problem, but it’s just one reason why I tend to prefer a more focused experience than a sprawling open world.

@[email protected]
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The copy-paste dungeons were a big issue for me. And the amount of reused enemies and bosses. There is definitely a way to “optimally” play the game for the best experience. But I’d say that goes against the nature of what an open world is supposed to represent.

@[email protected]
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I don’t think that there’s a “too big”, if you can figure out a way to economically do it and fill it with worthwhile content.

But I don’t feel like Cyberpunk 2077’s map size is the limiting factor. Like, there’s a lot of the map that just doesn’t see all that much usage in the game, even though it’s full of modeled and textured stuff. You maybe have one mission in the general vicinity, and that’s it. If I were going to ask for resources to be put somewhere in the game to improve it, it wouldn’t be on more map. It’d be on stuff like:

  • More-complex, interesting combat mechanics.

  • More missions on existing map.

  • More varied/interesting missions. Cyberpunk 2077 kinda gave me more of a GTA feel than a Fallout feel.

  • A home that one can build up and customize. I mean, Cyberpunk 2077 doesn’t really have the analog of Fallout 4’s Home Plate.

  • The city changing more over time and in response to game events.

@[email protected]
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12M

Cp2077 is definitely more gta than fallout by design homie

@[email protected]
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22M

I don’t think there’s a too big for a simulation type game world, go all the way. But for more directed game styles that are narrative driven or more carnival ride than simulation don’t make it boring use techniques from past games; the keeping distant landmarks in view outside like in New Vegas, or hilly landscapes to obscure stuff to discover like in Zelda or Skyrim. Bad examples would be like traveling between towns in daggerfall or those monuments in the middle of nowhere in starfield.

@[email protected]
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There is no limit, but I am also a big fan of Daggerfall and thus clearly insane.

@[email protected]
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42M

Are you insane, or have you achieved CHIM?

Not that there’s an appreciable difference…looking at you, Michael Kirkbride.

@[email protected]
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172M

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

PlzGivHugs
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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.

toman
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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.

@[email protected]
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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.

toman
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I was mostly only thinking about Skyrim’s world. Skyrim as a whole has many flaws.

@[email protected]
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Yeah, looking at it in a strictly dungeon distribution lens it’s actually pretty solid, and I find it feels a little crowded when you mod in more locations. I guess world distribution is the one thing they actually got right.

toman
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I’d be broader and talk about points of interest instead of dungeons, but yeah. This, the art design of the world, and the music. Those are the strongest points of Skyrim.

Flamekebab
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I would argue that Fallout 3’s map is ridiculously tiny.

PlzGivHugs
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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.

Flamekebab
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A wasteland that one can throw a stone across doesn’t feel like much of a wasteland to me. I don’t want realism, just big enough that I can suspend my disbelief. I want to get immersed but a “town” with six people isn’t a godsdamned town.

@[email protected]
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It is all about the amount of content. If you are just wandering around with nothing work doing than to hell with that.

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