• Montagge@lemmy.zip
    link
    fedilink
    English
    arrow-up
    16
    arrow-down
    23
    ·
    4 months ago

    Judging by the amount of copy paste Elden Ring was beyond the limit

    • conciselyverbose@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      19
      arrow-down
      6
      ·
      4 months ago

      I’m not sure why you think every interaction in an open world game is supposed to be completely hand crafted from scratch.

      The scale is part of the point, and Elden Ring nailed the sense of exploration of a huge, open world that maybe hasn’t happened since Skyrim. It’s that rare to capture that sense of awe.

      • darthelmet@lemmy.world
        link
        fedilink
        English
        arrow-up
        14
        arrow-down
        4
        ·
        4 months ago

        Because when I explore I want to go see something new and interesting. Half the time in Elden Ring I’d just run into something I’ve seen before. It made it not feel good to explore.

        I don’t blame them for this, but this is the reality of making a project this big in scope. You can’t possibly fill it with good content. They made one of the like top 3-5 best open world games, but it’s still stuck with all the same drawbacks as open world games.

        I just want them to go back to making more focused content.

        • magic_lobster_party@kbin.run
          link
          fedilink
          arrow-up
          4
          arrow-down
          3
          ·
          4 months ago

          I think Elden Ring has much greater variety than any other open world game. I agree there’s quite a bit of copy pasting, but even after playing for more than 50 hours, I’m surprised with new enemy types and environments (especially now with the DLC). I think it’s exciting to explore every corner of Elden Ring.

          Compare it with Tears of the Kingdom. It felt like I’ve seen most the game had to offer after 10 hours. I lost the excitement of exploring rather quickly.

          • conciselyverbose@sh.itjust.works
            link
            fedilink
            English
            arrow-up
            3
            arrow-down
            2
            ·
            4 months ago

            Shrines in BOTW were the worst. The engine was genuinely interesting. Everything being legitimately traversable and designed around stamina was great, and I’d love to see more games utilize the premise that everything you see is accessible. But all that traversal just never got you anywhere interesting. Eventually you’d find a shrine, take longer to load it than beat it, then load back into the world.

            TOTK I just never got far enough to feel if it improved.

        • conciselyverbose@sh.itjust.works
          link
          fedilink
          English
          arrow-up
          6
          arrow-down
          5
          ·
          4 months ago

          The world is jam packed full of new and interesting. It quite possibly has more new and interesting than any other game ever made.

          Enemies similar to previous enemies you’ve encountered but with different twists and in different situations are part of enemy design. It’s supposed to happen. It’s what real worlds look like.

          If you don’t like open world period, fine, but there’s a reason it’s by far the most successful game they’ve ever made, and it’s because nothing matches the feel of open world done right, and they did it right.

      • dinckel@lemmy.world
        link
        fedilink
        English
        arrow-up
        7
        arrow-down
        4
        ·
        4 months ago

        After some 200+ hours in the game, this alleged issue hasn’t even crossed my mind once. The world is absolutely gorgeous, and the sense of exploration is unreal