The Elder Scrolls games try to be as integrated as possible and therefore in a lot of people's eyes start to leave the RPG world behind
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i got pretty annoyed with Horizon zero dawns approach to mountains whereas BOTW (which DOES eventually throw up barriers) made climbing that mountain a core mechanic
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And I'm saying that a world where you can go to every single building in Raccoon City does not actually stir the imagination the same way a deep dive exploration of specific locations therein surrounded by the ominously looming buildings you can't go to does.
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Because you are free to go "if this is the horrors within this police station, what does it look like in those high rises over there?" Your imagination has room to work
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I think there's value in telegraphing to the player that they shouldn't be going that way and then putting up an invisible wall. Like in Skyrim the edges of the map are usually empty for ages before you hit the wall, you get plenty of warning there's no content in that direction
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Most complaints about invisible walls seem to come from moments where the design and geography of the game indicates you should be able to go somewhere but then you hit the wall. It's when the only indication you shouldn't go there is a blunt immersion breaking mechanic
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