rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
I always prefer hub-based design to "open-world" for any sub-genre of RPG. A smaller, well detailed hub is far more interesting than a boring open world with copy pasted crap.I've always wondered about the lack of good space opera RPGs myself, and my pet theory is that for fantasy the general shape of RPGs has been cracked long ago. You need a map for overland travel, some dungeons to explore, maybe some cities. In some cases just dungeons is enough. That's the basic for almost all of them.
When you translate that to scifi with a space map as the comparable element to an overland map in fantasy RPGs, you run into the problem how to present individual worlds. Do you go for whole worlds or do you just go for single locations? And how would you justify not allowing access to whole worlds without rather arbitrary made-up reasons. I think that's the crux no game has solved so far. Either games go for whole worlds, which are most of the time utterly empty and boring, or they have single locations, and it feels oddly constricting
I think scifi games could work much better if they would just focus on single worlds like many fantasy games with the explanation that space travel is prohibitive and there's not FTL, but then it's really hard to do any big space opera
If I had to guess, many open world games are actually simply designing their games the wrong way: First they create the world, then they fill it with content. As deadlines near and the world is still mostly empty, they have to rush out content and you end up with shit like half of modern games using the ubisoft formula of running around to markers on a map to complete boring, repetitive tasks(hi witcher 3.)