So far Bioware have shown us a lot of the organic gameplay in DA:I where the player is left to their own devices to explore the vast open levels for secrets while killing all sorts of creatures along the way. But we haven't seen a mission play out from beginning to end yet.
My question is how big a portion of the open world are quests going to use?
One of the beefs I have with games like GTA 5 (Especially the Multiplayer) & Watch dogs is that the open world just feels like a mission select tool for extremely small & linear missions.
Watch Dogs was at it's best when the player was in hand crafted linear missions, where the hacking & stealth mechanics shined. Here it felt like a good Deus Ex game. Where as the open world felt like a poor man's GTA clone with Bad driving & shooting mechanics.
Like for gods sake GTA 5 has a "Mission select" list in the pause menu. While this feature is really fuckin awesome, it kinda says it all about the mission structure.
That the Open world is fun to **** around in, but missions have to be heavily scripted & linear.
I get that missions have to have some structure but why make a game open world if you aren't going to use it for anything other than a playground for the player to mess around in? If your game is at it's best in linear corridors, then maybe you shouldn't have made an open world game.
So how do you guys think DA:I will handle quests? Will they be in linear spaces isolated from the open world or will they make use of the huge play spaces Bioware have created?





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