3 big ones recently, this year was God of War Ragnarok, FF7 Rebirth and Jedi Survivor

Back when 3d games were new, tomb raider, prince of persia etc the traversal was the challenge, the gameplay.

Eventually they got watered down and simplified, now they are cleverly disguised choke points while the open world or boss ahead loads.

You’ll notice the squeezing between narrow walls to separate 2 areas or a simple climb against a flat wall just before a boss. I think Uncharted was the first to do this as they moved away from climbing and focused more on combat and puzzles.

There is no reason to actually have the characters climb anything if it’s not fun or there are better ways of traversal, GoW being the biggest offender here

Jedi Survivor embraces traversal more but still locks you out with invisible walls and floors that kill you

I think I might prefer the elevator loading screens from Elden Ring, at least you get to stretch out your fingers when waiting

  • @JusticeForPorygon@lemmy.world
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    497 months ago

    Might be an unpopular opinion but I feel like complaining about loading screens being hidden in gameplay is pretty much just looking for something to complain about. The game has to load assets. That’s a fact. Is it not better that it’s done in the background than giving you a generic loading screen every time?

    • @PapstJL4U@lemmy.world
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      57 months ago

      Holding forward during the loading screen is not better than being free to do anything.

      Noone is against background loading. This is a given. People are against pseudo interaction.

    • @criss_cross@lemmy.world
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      -17 months ago

      Me personally I’d rather have the loading screen. It’s being honest about what’s happening rather than trying to hide it.

      I don’t find constantly moving through tight corridors immersive at all.

  • @Katana314@lemmy.world
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    187 months ago

    From what I understand, things like squeezing through walls were supposed to go away with the PS5. But, Ragnarok is still available on PS4 to cater to mass audiences, so they need that extra bit of time for loading.

    Ironically, one game that’s handled open worlds a bit better is on a console less capable of handling them. Breath of the Wild uses it to promote exploring towards vantage points and then interesting sights.

    Sea of Thieves does something similar. You start a session, and want treasure, so you take a basic and boring assignment with a treasure map. BUT, you spy a bunch of interesting happenings throughout the ocean and beaches on your way, and so your adventure becomes more complex. Coming across those at random feels a lot more fun than picking them as a targeted assignment on an objective board.

    To be fair, even if the open world is not well used, it can provide a sense of connection for the world. It can be more fun than just having a mission select screen.

    • @Zahille7@lemmy.world
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      27 months ago

      Sea of Thieves is honestly great. There have been many times where I’ve been on the way to an objective and I’ll find random loot floating in the water, or something skinny catches my eyes on a passing beach, or I’ll get attacked by a pirate ship or even a megalodon.

  • @PunchingWood@lemmy.world
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    147 months ago

    I think God of War is fine since the entire experience is supposed to be one that does not get interrupted, there are never any camera cuts, and they hid a few loading screens behind portal effects.

    I liked the Jedi Survivor style as well, it feels natural and doesn’t interrupt the gameplay. Much like Outlaws using cleverly hidden cutscenes to go from planet to space and other planets. It all keeps you in the immersion and experience. Climbing and other parkour stuff don’t feel out of place in these games, it would be quite boring if everything in games existed only on a flat plane and you’d never ever have to turn corners or climb anything, takes away the idea of exploration and discovering new things.

    I much prefer the modern solutions over elevators and loading screens. Nothing is stopping anyone from just hitting pause and stretch their fingers if you feel like you need a break lol

    • @ampersandrew@lemmy.world
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      47 months ago

      God of War always struck me as the wrong game for that gimmick. Sure, there are no camera cuts, but you need to pull up your menu constantly to check the map, change gear, etc. It ends up feeling like there are hundreds of cuts.

      • @Kalothar@lemmy.ca
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        17 months ago

        I’ve been playing God Of War Ragnarok and haven’t felt the need really to use the map much at all.

        I do find the armor system to be annoying and basically decided to ignore all the gear I pick up, sell it, and upgrade the base items all the way instead because of the buffs the beginning gear gets if you upgrade all the way. All that to say I wish they just had a more robust leveling system instead.

        Otherwise minus my deaths (playing on God Of War difficulty ) I’ve been feeling pretty immersed in it.

  • @Tattorack@lemmy.world
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    117 months ago

    I think the only game you mentioned on that list which is actually open world might be Final Fantasy. None of the other games are open world.

    Open world games are The Legend of Zelda: Breath of the Wild, The Witcher III: Wild Hunt, Conan Exiles, The Elder Scrolls V: Skyrim, Forza Horizon, Shadow of the Colossus, Eden Ring, Insomniac’s Spiderman.

    Some of these have unique traversal mechanics, some of these use only generic kinds, such as walking.

  • @ampersandrew@lemmy.world
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    57 months ago

    It depends on the game. I wouldn’t remove the open world from Elden Ring at all, since sightlines are so important to you figuring out how to get somewhere. Horizon: Zero Dawn and Ghost Recon: Wildlands are two games that I love, but both would have been better if you just selected missions from a menu. In Metal Gear Solid V, they basically give you the option to play the game that way, which is nice, since there are open world systems, but you don’t really interact with them constantly. If you can get away with the Uncharted thing though, where you’re seamlessly moving from one thing to the next, it can be great for pacing and presentation. Especially since Bandai-Namco had the patent on loading screen mini games, a lot of developers ended up inventing “load bearing walls”, where tight spaces that you have to crawl through will mask a load screen between two scenes.