this post was submitted on 16 Jan 2025
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[–] Weirdfish@lemmy.world 122 points 2 months ago (26 children)

World size, density, and traversal have to be balanced.

I tend to play without fast travel, and skyrim meets these three pretty well, using the carts and horse for faster travel.

GTA can be bigger, with cars and planes for long distances.

Large worlds are great, if they are packed w content, open barren landscapes are terrible.

Ghost recon wildlands for me is the sweet spot for a big, interesting world with good traversal options.

[–] Skua@kbin.earth 11 points 2 months ago (8 children)

I'd be really interested to see an action RPG type game that just embraces the real-life scale of the world and lets you screw about with the rate of time passing like in Kerbal Space Program when you're walking a long way. You'd have to limit the scale of the story to make it manageable to develop, but I think there's the potential for something cool in there. Maybe there are only two or three villages in one valley, but they're all full villages and they're actually several kilometres apart. Make sure that whatever goals you have are time-gated in some way so that you actually have to weigh up whether you can afford to walk to the other village, because even though you fast-forward it so that it only takes a minute of real-life time to walk there it's actually most of the day in-game.

[–] leftzero@lemmynsfw.com 14 points 2 months ago

Daggerfall was like this, if I'm not mistaken (I got into TES with Morrowind, and I've never found the time to play the older games).

The map was about the size of Great Britain, and mostly empty, even if it had about fifteen thousand locations spread about it.

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