• Cethin@lemmy.zip
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    7 days ago

    Yep. Open world games usually feel like they can’t have any blank spaces, and so they waste resources filling every inch with something, even if it’s just a waste of time. You’ve always been able to run past enemies in FS games, but it took effort and you had to pay attention. The open world of ER wastes so many resources filling the open world, but also makes it trivial to not engage with. Even when there’s a collectable you want, you just ride by on Torrent, grab it, and leave. You don’t engage with it, but they expended time and money creating it.

    The open world gives you a lot of distinct options, but do you really have more real ones than DS1? At the start of DS1 you have three paths (4 with the master key). In ER at the start you have three obvious paths (Stormveil, Weeping Peninsula, and Cailid) and one less obvious (going around Stormveil). I’d argue the paths of DS1 are far more interesting to engage with. The Catacombs are a design mistake though because it’s so hard to get out of. The reward for that path is very interesting for a new start (and it’s balanced for a new player, which is why Pinwheel becomes a joke at the mid-game when most people fight him), but getting out without the Lord Vessel is a huge challenge. It needs to have a TP or jump or something at the bottom to get back when you’re done.

    • Rekorse@sh.itjust.works
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      6 days ago

      I agree woth everything you said but want to add that leaving big open spaces can be an effective design choice. Compare botw to totk and the ambiance changes drastically due to this.