Quote:Original post by Wavinator
Are future games going to give us territory fatigue?
Not too long ago I moved from the US to Canada, and one of the cheapest flights I could get sent me from California to Vancouver and then over what felt like a third of the Great White North. There were indeed some beautiful sights, but it was a good reminder of just how repetitive terrain is in the real world.
Reading about techniques for generating obscenely huge levels and even entire planets brought me back to that memory. There are games (like Spore) coming out that promise building civilization across an entire world. Others, like Evochron, let you fly seemlessly through solar systems and down to cities on worlds. With such a heavy trend toward realism, I can only see this envelope being pushed farther.
While this is all awesome in terms of technical achievement, I sometimes wonder if the worlds are getting too big for the content that can be provided and the time a gamer has to enjoy it.
Can massive worlds, by their nature, diminish your role in them?Astronomers, for instance, talk about how observing the scale of the cosmos can make any human endeavor insignificant.
What about the ratio of terrain traveled to unique interactions-- Is there a point where the amount of territory can dwarf the amount of unique gameplay?
Or (jaded question here) does this trend toward realism doom us to a future of nothing but MMOs because any other world would be huge and empty?
Would you really want to walk on foot across 24,902 miles of ground? Or spend an hour trying to find something or someone across a planet of hundreds of cities and towns?
To me, a realistic planet seems pointless for most games. It can only serve as eye candy, terrain to fly over while you're getting to where you really want to be going.
Agree? Disagree? Why?
Game Worlds can be made to make travel as tedious as real travel usually is, and those games will not be played by most players and the games will fail.
I would take the current large game worlds (ex - LOTRO) which can take 1/2 hour to run the entire width of the world and fill in the existing space with more details (even the current sized worlds are mostly pretty deserts, devoid of anything of real interest and endless encounters with the repetitious spawns laid out like a minefield).
Add 10x as many small micro scenarios. Make the inhabitants interact with each other instead of mostly standing individually like mannekins or walking purposelessly back and forth waiting to be killed like ducks in a shooting gallery.
The scripting for more complex 'purposeful' behavior isnt impossible these days and when templated dont have to be too expensive to develop.
More interactive objects with simnple reactive behaviors ....
More little nooks and crannies to explore....
Enemies you actually have to use different/creative tactics for instead of the inane repetative 'moron could do this' stuff we mostly see today.