I'm playing through Shadowbringer right now and damn are the areas beautiful i'm in Il Mheg now and once the veil is lifting you get awestruck by an beautiful panorama which doesn't look like anything you've ever seen before. But besides this, the gameplay-design in each area exactly stays the same, the quest are all alike, there is nothing to explore so it doesn't feel worthwhile to explore the area asides from sightseeing. Wind aether is the only thing you look fot but it's not like you find anything surprising something which wasn't told you beforehand. I dunno why but that's actually the first time I think about how shallow the open world is compared to many other games, sure every area in Shadowbringers is some kind of eye porn, but traversing the world is uninteresting, unchallenging and ultra streamlined.
There is one reeeeeeeally small sequence in the game up so far where I had the feeling that the developers strayed off from the path and where I wanna see more of such moments you probably won't remember but in Eulmore you could play a very simple blackjack card game with a catgirl. I know that's really not overwhelming, but in Eulmore for the first time it felt a liiiiiitle like you would explore a town with different kind of unique activities. I think different areas should affect the gameplay a lot more and could become at least to a small degree more challenging. In my opinion the next time they work on an expansion the level designers (gameplay not visual) should at the visual and story context of each area and invent some unique features to it which makes spending your time in it unique.
All the new monsters on the map are absolutely awesome in their design, but basically they all do the same, you fight them in the same way all the time. How about breaking up the pattern for a bit, for example make a small area where your character slides instead of walking (you can see it as a mechanic in some boss fights) or an area where Lightning is striking down and you have to hide in certain places from time to time. Or (for enemy design) let the trashmobs summon bombs which you can use against them to kill them more effectivly, make the trashmob fights for quests a bit more like minibosses, how about adding additional hidden quest you can find on the map and reward you for exploring. these are small harmless mechanics which break up the static pattern and grant a more diverse experience while exploring.
I'm not sure if I'm the only one who thinks so, so but to me it looks like the level designers (gameplay not visual) of the game don't really pay respect to the beautiful graphics I mean they put so much effort in these cool monsters and mechanically they are still all the same and most players even ignore them.
I really don't wanna hate on the game it's just I think there is plenty of room to improve in that aspect. Visuals, music, atmosphere, story and characters are all top notch and greater than every, but the level design still stagnates and just feels lazy most of the time.
submitted by /u/Klunky2
[link] [comments]
Continue reading...
There is one reeeeeeeally small sequence in the game up so far where I had the feeling that the developers strayed off from the path and where I wanna see more of such moments you probably won't remember but in Eulmore you could play a very simple blackjack card game with a catgirl. I know that's really not overwhelming, but in Eulmore for the first time it felt a liiiiiitle like you would explore a town with different kind of unique activities. I think different areas should affect the gameplay a lot more and could become at least to a small degree more challenging. In my opinion the next time they work on an expansion the level designers (gameplay not visual) should at the visual and story context of each area and invent some unique features to it which makes spending your time in it unique.
All the new monsters on the map are absolutely awesome in their design, but basically they all do the same, you fight them in the same way all the time. How about breaking up the pattern for a bit, for example make a small area where your character slides instead of walking (you can see it as a mechanic in some boss fights) or an area where Lightning is striking down and you have to hide in certain places from time to time. Or (for enemy design) let the trashmobs summon bombs which you can use against them to kill them more effectivly, make the trashmob fights for quests a bit more like minibosses, how about adding additional hidden quest you can find on the map and reward you for exploring. these are small harmless mechanics which break up the static pattern and grant a more diverse experience while exploring.
I'm not sure if I'm the only one who thinks so, so but to me it looks like the level designers (gameplay not visual) of the game don't really pay respect to the beautiful graphics I mean they put so much effort in these cool monsters and mechanically they are still all the same and most players even ignore them.
I really don't wanna hate on the game it's just I think there is plenty of room to improve in that aspect. Visuals, music, atmosphere, story and characters are all top notch and greater than every, but the level design still stagnates and just feels lazy most of the time.
submitted by /u/Klunky2
[link] [comments]
Continue reading...