Gardner McKay
RIP, Jimmy.
Agreed.
Overworlds with vague landscapes/locations that symbolize areas and approximate vast distances naturally communicate a greater sense of scale than ultra detailed open-worlds, IMO (even if there's technically less there). I think there's a necessary trade off there. In fact, as far as I can see, the only way for modern open world games to communicate the same sense of scale without sacrificing what makes them open-world to begin with is by making distances so far away that travel would literally take hours (like it does in real life). Open worlds make things feel smaller, not bigger.
I like small, detailed, centralized locations as well (not all games need to have an overworld and feel epic), but personally, I've never been a fan of the trend towards open-world sand-boxes. I don't want moving from town to town to feel seamless/free of transitions and ultra-realistic any more than I want to watch an unedited real-time film that's one long tracking shot. I don't want games to feel like a painstakingly realistic simulation, I want games to feel like an appropriate approximation that allows ideas to be most effectively communicated.
As do I. I feel like we are at a point in gaming where I can only describe it as open world fatigue. Don't get me wrong, in some games these big, beautiful landscapes with extraordinary amounts of detail fit in perfectly and I really like them. But not in every game.
Also, I hear you on games starting to emulate reality a bit too much. I play games as an escape and the fantasy element is something that has always intrigued me. I think that is why I liked World of Final Fantasy so much. It was good looking game but still had that fantasy element to it. I want games to not make sense at times. Like, why the f*** in FFVII did Rufus need to borrow the Tiny Bronco to fly across the world? They can create something like the Big Cannon, move it from Juno to Midgar and, use it to shoot what is essentially an energy bullet halfway across the world but they don't have planes? Probably a poor example but my point is, I don't want to be brought into a super realistic world.
Part of what bugs me about the FF7 remake is that they are changing the battle system. I don't mind them modernizing the game but what the hell is wrong with a turn based system. They are taking a strategic-ish battle system and turning it into a hack and slash.
This is an excellent post. I dont like the open world in XV at all. I didnt mind it in XII, but it wasnt really an open world. It was more like non-linear zones, I guess. XIII didnt have one at all that I remember, but that game went totally off the rails and I never could get much more then 10~ hours or so in it.
I couldn't get into XIII. I may try again soon but I found the battle system to be completely fubar'd.