3 big ones recently, this year was God of War Ragnarok, FF7 Rebirth and Jedi Survivor
Back when 3d games were new, tomb raider, prince of persia etc the traversal was the challenge, the gameplay.
Eventually they got watered down and simplified, now they are cleverly disguised choke points while the open world or boss ahead loads.
You’ll notice the squeezing between narrow walls to separate 2 areas or a simple climb against a flat wall just before a boss. I think Uncharted was the first to do this as they moved away from climbing and focused more on combat and puzzles.
There is no reason to actually have the characters climb anything if it’s not fun or there are better ways of traversal, GoW being the biggest offender here
Jedi Survivor embraces traversal more but still locks you out with invisible walls and floors that kill you
I think I might prefer the elevator loading screens from Elden Ring, at least you get to stretch out your fingers when waiting
Might be an unpopular opinion but I feel like complaining about loading screens being hidden in gameplay is pretty much just looking for something to complain about. The game has to load assets. That’s a fact. Is it not better that it’s done in the background than giving you a generic loading screen every time?
People gave Starfield shit for all of the loading screens during travel. Now OP is complaining about them finding ways to make it more immersive. The gaming community is ridiculous.
It is more that the people who act like these opinions come from the same person are ridiculous.
“You say your favorite ice cream flavor is strawberry but yesterday someone else said his favorite ice cream flavor is vanilla. Humans are ridiculous!”
That is why I used the word “community” in my reply ;-). Community means multiple people. You can look it up on dictionary.com if you need to confirm the definition.
Try reading more carefully next time. Maybe read slower or try to pay more attention.
Thanks.
People gave Starfield shit for all of the loading screens during travel. Now OP is complaining about them finding ways to make it more immersive. The gaming community is ridiculous.
xD great you used the word “community” so what?
You are saying that “people” said one thing then “OP” said something different and that makes the gaming community ridiculous?
And after pointing out that this makes no sense because you still treat it as two different opinions coming from the same entity, you counter with “thats why I used the word community.”? That makes even less sense xD
The irony telling me to pay more attention.
You are ridiculous :D Lay of the weed maybe then you can formulate a cohesive thought.
Thanks for the laugh :D
No, thank YOU for the laugh :-)
I say this alot when referring to the Minecraft community, but it’s really a blanket statement.
You can’t please those who have no desire to be satisfied.
Edit: Oh, and even when there are loading screens everywhere cough cough BOTW, it doesn’t even come close to being a deal breaker.
At least Starfield has pretty screenshots to look at during the loading screens. And if you use photo mode, it’ll shuffle your pictures in with the default ones.
so many pictures of sarah morgans ass are my loading screen that i cant imagine ever complaining about them
Holding forward during the loading screen is not better than being free to do anything.
Noone is against background loading. This is a given. People are against pseudo interaction.
Me personally I’d rather have the loading screen. It’s being honest about what’s happening rather than trying to hide it.
I don’t find constantly moving through tight corridors immersive at all.
From what I understand, things like squeezing through walls were supposed to go away with the PS5. But, Ragnarok is still available on PS4 to cater to mass audiences, so they need that extra bit of time for loading.
Ironically, one game that’s handled open worlds a bit better is on a console less capable of handling them. Breath of the Wild uses it to promote exploring towards vantage points and then interesting sights.
Sea of Thieves does something similar. You start a session, and want treasure, so you take a basic and boring assignment with a treasure map. BUT, you spy a bunch of interesting happenings throughout the ocean and beaches on your way, and so your adventure becomes more complex. Coming across those at random feels a lot more fun than picking them as a targeted assignment on an objective board.
To be fair, even if the open world is not well used, it can provide a sense of connection for the world. It can be more fun than just having a mission select screen.
Ironically, one game that’s handled open worlds a bit better is on a console less capable of handling them.
This is even more interesting when we consider that BotW was not developed for the Switch, but for an even less capable console: the Wii U.
Hardware limitations haven’t been a real barrier to open world continuity for a long time, if ever. (Seven Cities of Gold allowed you to sail from Europe to the New World, and then explore it over land, with no loading screens along the way. That was on 8-bit computers with 48KiB of RAM, loading data from some of the slowest floppy drives ever, back in 1984.) Doing it on lower-end machines does require some planning ahead, but the effort is worthwhile, IMHO.
Breath of the Wild uses it to promote exploring towards vantage points and then interesting sights.
Not only that, but to incorporate verticality into the game mechanics. Reaching things that are surrounded by hazards, or taming especially wild horses by gliding to them from a mountain, for example.
Yeah anyone who thinks 3D games without loading screens are only possible on SSDs needs to go back and play Dungeon Siege or Asheron’s Call. GTA3 mostly didn’t have loading screens either.
The Witcher 3 wasn’t even that long ago and it didn’t need loading screens on HDDs. (traveling between the main big areas did, but I guess that’s more because they didn’t have an animation of Geralt taking a boat or something, everything else streamed fine)
Sea of Thieves is honestly great. There have been many times where I’ve been on the way to an objective and I’ll find random loot floating in the water, or something skinny catches my eyes on a passing beach, or I’ll get attacked by a pirate ship or even a megalodon.
I think God of War is fine since the entire experience is supposed to be one that does not get interrupted, there are never any camera cuts, and they hid a few loading screens behind portal effects.
I liked the Jedi Survivor style as well, it feels natural and doesn’t interrupt the gameplay. Much like Outlaws using cleverly hidden cutscenes to go from planet to space and other planets. It all keeps you in the immersion and experience. Climbing and other parkour stuff don’t feel out of place in these games, it would be quite boring if everything in games existed only on a flat plane and you’d never ever have to turn corners or climb anything, takes away the idea of exploration and discovering new things.
I much prefer the modern solutions over elevators and loading screens. Nothing is stopping anyone from just hitting pause and stretch their fingers if you feel like you need a break lol
God of War always struck me as the wrong game for that gimmick. Sure, there are no camera cuts, but you need to pull up your menu constantly to check the map, change gear, etc. It ends up feeling like there are hundreds of cuts.
I’ve been playing God Of War Ragnarok and haven’t felt the need really to use the map much at all.
I do find the armor system to be annoying and basically decided to ignore all the gear I pick up, sell it, and upgrade the base items all the way instead because of the buffs the beginning gear gets if you upgrade all the way. All that to say I wish they just had a more robust leveling system instead.
Otherwise minus my deaths (playing on God Of War difficulty ) I’ve been feeling pretty immersed in it.
I think it’s a bit of a stretch to describe games with loading screens of that kind (whether disguised as choke points or not) as open worlds. Sure, they might allow more freedom than a game that stays on rails for every step of the journey, but to me, “open world” suggests something more.
Continuity while exploring the landscape, unimpeded by artificial barriers or immersion-breaking interruptions, is a big part of it.
Almost as important is that the world be interesting and diverse enough that I would want to spend my time exploring it. This is one of Skyrim’s great strengths: It’s full of unique things to discover, most of which aren’t marked on the map (except sometimes when you’re already there), and some don’t even stay in the same place. It ensures that exploring the world and paying attention is rewarding and satisfying. The Witcher 3, on the other hand, is weak in this area: Its world is mostly open, but practically everything in it is a copy/paste instance of a handful of events, and clearly marked on the map. Exploration quickly becomes a tedious exercise in running from dot to dot, doing the same few things over and over again. It doesn’t deliver the satisfaction I expect from an open world game. In a world like that, I get bored fast.
I think the only game you mentioned on that list which is actually open world might be Final Fantasy. None of the other games are open world.
Open world games are The Legend of Zelda: Breath of the Wild, The Witcher III: Wild Hunt, Conan Exiles, The Elder Scrolls V: Skyrim, Forza Horizon, Shadow of the Colossus, Eden Ring, Insomniac’s Spiderman.
Some of these have unique traversal mechanics, some of these use only generic kinds, such as walking.
I have been playing death stranding recently and the gameplay (= traversal) is surprisingly fun. It’s challenging and the characters acknowledge that too.
Eve Online pioneered this approach to loading screens like 20 years ago.
It depends on the game. I wouldn’t remove the open world from Elden Ring at all, since sightlines are so important to you figuring out how to get somewhere. Horizon: Zero Dawn and Ghost Recon: Wildlands are two games that I love, but both would have been better if you just selected missions from a menu. In Metal Gear Solid V, they basically give you the option to play the game that way, which is nice, since there are open world systems, but you don’t really interact with them constantly. If you can get away with the Uncharted thing though, where you’re seamlessly moving from one thing to the next, it can be great for pacing and presentation. Especially since Bandai-Namco had the patent on loading screen mini games, a lot of developers ended up inventing “load bearing walls”, where tight spaces that you have to crawl through will mask a load screen between two scenes.
The annoying thing is they don’t really need to. PS5 SSD loading is near instant. They’re still using techniques that I first noticed in Soul Reaver.
Still we’re a long way from San Andreas and it’s miles of open country between cities to hide the loading.