Should a town in vidya only have a few house, but each one of them used in quest or story event, or many but most of them inaccessable?
>>334255124
Either way is fine. Let the writers decide.
>>334256079
>writers
Video games should not have writers.
Are there any games that have towns that are actually town-sized rather than 10-20 buildings? I remember thinking Guild Wars 2 had some fuckhuge cities.
Many
Fuck small ass towns and villages, green loving, animal fucking farmers are shit.
Cities are much better in everyway, it's just much cooler to live in a city.
>>334256223
t.millenial
>>334255124
my house is comfy in gamr
The dream is to have every building have an accessible interior. Fuck graphics, they've been fine for years now. Fuck "bigger" worlds, they're already huge. Give me more fucking buildings to go inside, without loading screens.
+100 houses.
All accessible.
Only a few used for quests or events.Rest are identical copies with nothing useful in them.
It doesn't matter, either solution is fine as long as the town maintains a good neat stuff happening to space ratio.
If you made 80 houses and you could enter each one of them and only two of them had anything remotely interesting in them, then you're wasting the player's time.
>>334258628
All I want is a Crysis 3-style destroyed city where you can go into any building. Climb to the top floor of an office tower, smash a window and snipe the shit outta some enemies.Shit would be so much fun and I don't see why it wouldn't be possible with today's tech.
>>334259436
The player is wasting his own time if he randomly explore houses, in a scenario like that there should be hints, visual or gained through conversations as to which houses are interesting.
>>334256218
Guild Wars 1 had Kaineng, which was medium-sized-island sized
>>334256223
Yeah sure love me that smog, traffic and high crime rates.
>>334255124
The latter. It's moreimmersivethat way, and we should have the technology to do it by now.