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File: 1774814411520.jpeg (79.21 KB, 616x353, IMG_4646.jpeg)

 

Do world and level design standards just not exist in the PC gaming space these days? Crimson desert is a feature bloated game with an uninteresting and honestly 2 dimensional flat open world with largely nothing of interest to see in it.

We had hollow knight, we had Skyrim, we had Elden ring, those games had good level design and less features but way more satisfying gameplay. The level design in crimson desert is arguably worse than a modern assassins creed game and I’m not exaggerating. How the hell is there so much discourse over this game?

I havent played Crimson Desert, but how can you possibly call Elden Ring level design good? Most of the game world exist to be run past on horseback. There are multiple features whose only purpose is to point player towards actual contend, because otherwise it would be like trying to find needle in a haystack. Not to mention most of that contend are copy-pasted dungeons. Awful.

unplayable due to controls and openworld novelty slop
people who praise this game have never played an immersive sim

>>46421
>"look at our open world! isnt it so fun to play?"
>empty world with nothing but repeated goyslop quests
>awful main quest
>no good side characters
>no good main characters
>gets forgotten 1 year after release
i miss when devs actualy gave a shit, now all they do is give a game good graphics

Crimson desert makes a lot more sense when you understand it was originally supposed to be an MMO

>>46426
The curse of MMORPGs will haunt Koreans for all eternity.

Crimson Desert really looks like the epitome of "open world slop" in the sense that it's just a big open game space with a bunch of stuff to do but no reason to do it. The lack of a main quest is fine, but you need something to give the game stakes. Like what is the hook of the game?

>>46422
You know sprinting out of combat is infinite. You don’t have to ride past everything if you don’t want to like in breath of the wild. Besides, kitbashed dungeons aren’t new to soulsborne series. Blood borne had the chalice dungeons and they were some of the best levels from soft has put out in a while.

>>46429
If you want the details, apparently the game had the same issues as anthem where there was a problem with toxic positivity and yes men everywhere in staff. More people were managers than developers and when considering that the studio isn’t as mature as BioWare, you can guaruntee that the studio would overlook important gameplay foundations like world design, level design, and replay-ability.
To resolve the fact that the game was hollow, the devs ended up tacking on as many features to the game to keep it interesting instead of fixing the games design foundations. That’s why the game plays like a combination of assassins creed, breath of the wild, read dead redemption, Sekiro, diablo, and Skyrim all in the same game even if none of the features implemented together actually work well in combination

>>46430
>You don’t have to ride past everything
The problem is that "everything" is also nothing, the open world is mostly devoid of contend. It is a big open space in between dungeons, handful of bosses notwithstanding. The loot scattered around is all just worthless crafting material, and can be picked from horseback, so there is no reason to ever stop.

>>46431
>devoid of contend
You’re probably playing the game wrong mate. Elden ring is set up as a playground for the player to explore effectively every nook and cranny of the map. That’s why the map is designed specifically so that new areas are always within sight lines of the player like the erdtree being a central landmark, different castles throughout the map, or massive monuments scattered near boss and dungeon marks. The devs didnt really design the game with the intention that everyone would just aim to bomb rush tje main bosses

>>46432
Yeah, the game has lot of contend, I am not claiming otherwise, but 90% of map is just space between it. Which is why anything of importance is marked on a map or by other helper features that make sure player does not miss it, which undermines sense of discovery, makes it feel like going through a checklist.


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