@Ezodagrom said in NGS's Open-Field vs. Open World:
@Wintermute9 What do you mean about the format working better on Monster Hunter? The online phantasy star games have always been lobby + instances. Most likely NGS is gonna stay that way, but in a much larger scale, I believe. (Naturally I don't want them to do a Monster Hunter clone, the only thing I want similar to MHW is large scale maps that have actually been manually created, and not procedurally generated maps like PSO2 expeditions).
What I meant by that was that games like Monster hunter, God Eater, Tokiden etc(Monster hunting games) the Zones are designed around the Monster Hunting aspect and loop of the gameplay. I. E the zones felt more like Large arenas that facilitated the Monster hunting/combat of the game, and were usually only well designed in that particular aspect, and didn't really have any interesting gameplay besides that, no NPC's, mediocre exploration, no side objectives/quest, no world events.
What I really hope this is not like is open areas like FFXIV separated by loading screens, the good thing about instanced zones is that as long as there's separate difficulty modes, old areas are still worth playing throughout the whole game, while in a game like FFXIV each open area becomes obsolete once the player gets past the area's level, I really hate that.
I don't necessarily see that as an issue if they were to go that route, they seem to still be sticking to the Online ARPG live service model of games like Destiny, Warframe, Anthem, and the division. Even if they stick to large open worlds restricted by zones they can still break it into various tiers of levels/difficulties, The Division has something similar to this called global difficulties.
I think BDO which is full blown MMO is even getting something similar to this.
Balancing content properly though, it's pretty clear that the dev team isn't good at that at all (both PSU and PSO2 completely failed at that).
Lol true can't argue that..
On another note, I never played Destiny and know very little about Destiny, so I don't know how it works there.
In regards to destiny,its world design has Multiple large zones(Planets, moons) Each are pretty large and facilitate multiple NPC vendors, quest, objectives, world events/bosses(Emergency quest could take the place of this) Player count per open zone is capped at 16 and there are party restricted areas(Quest, Dungeons/strikes) that are entered seamlessly or through a menu, I am hoping this is more what they are going for.