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I know that this is a very weird complaint to have (specially given the downright rotten state of modern gaming), but someone brought this up on a video a while back and I thought they had a decent point.
Basically: you know how every road and room you visit on modern games has a specific purpose and you are actively blocked from wandering outside of the intended path (either by invisible walls, bits of the scenario set-up as barriers or NPCs)? I hadn't thought about it before, but games are really hurt by this. Like, I remember straying into completely empty rooms and houses with no purpose in games like Quest64, Alone In The Dark, Zelda and countless JRPGs (even old Pokemon games) and never thinking that the devs were wasting my time, but that the game world felt lived-in by virtue of having locations in which life just happened "off camera", unwitnessed by the player.
Those bedrooms, hallways and fields, while pretty pointless from a pure gameplay angle, hinted at a much larger world that just isn't seen in the vast majority of modern games -- an impressive-looking collection of background buildings that you don't get to go to or a single, heavily-detailed location don't really trigger the same part of my brain that felt in utter wonder when roaming around a gigantic castle or a quaint town that I got to explore to my heart's content.
I guess it's something to ponder about.
Ever felt this way?
Basically: you know how every road and room you visit on modern games has a specific purpose and you are actively blocked from wandering outside of the intended path (either by invisible walls, bits of the scenario set-up as barriers or NPCs)? I hadn't thought about it before, but games are really hurt by this. Like, I remember straying into completely empty rooms and houses with no purpose in games like Quest64, Alone In The Dark, Zelda and countless JRPGs (even old Pokemon games) and never thinking that the devs were wasting my time, but that the game world felt lived-in by virtue of having locations in which life just happened "off camera", unwitnessed by the player.
Those bedrooms, hallways and fields, while pretty pointless from a pure gameplay angle, hinted at a much larger world that just isn't seen in the vast majority of modern games -- an impressive-looking collection of background buildings that you don't get to go to or a single, heavily-detailed location don't really trigger the same part of my brain that felt in utter wonder when roaming around a gigantic castle or a quaint town that I got to explore to my heart's content.
I guess it's something to ponder about.
Ever felt this way?