Dynamic world framework

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21 comments, last by ferrous 6 years, 4 months ago
5 hours ago, ConsumerHans said:

However I'm not really convinced yet that the future of mainstream gaming consequently has to be linear or static Open World, or somewhere in between. It's like saying fossile buring cars have to be the norm forever, because anything else is too complex to conceive.

It's not that it's too complex to conceive. It's that it's too complex to use.

In the case of car innovation like 100% electric cars, it's even more accessible because 100% electric cars don't have manual transmissions like fossil fuel cars. Even if it is harder to make for the engineers, it's easier to control for the user so there is no problem. The new car technology is more efficient and easier to use so it's a win win situation.

In the case of gaming, it's like going backwards in ease of use. The static world was like an automatic car for the user, and now we're going back to manual cars with dynamic worlds. People who love driving will actually like you for giving them more control and complexity,  but you make it harder to use and less accessible for the whole population

Though their will always be a market for this type of complexity. It's better for the indie community if this type of game stays niche because if it was mainstream, your dynamic world would have to compete with Rockstar's next 300 million budget :).

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I think it's more that it can't be generalized well.  So each game has to do it's own implementation.

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