I feel like plenty people asking for open worlds are actually OK with guided gameplay, they just want less obnoxious railroading.
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I don't own a console so I never played Bloodborne, so I'm only assuming. Please correct me if I'm wrong.
What I loved about Elden Ring as a crappy player who cheesed my way through the entire game was that there's always another path. When I couldn't beat the first dungeon, I explored other areas for like 40 hours and got better at playing.
Where in Sekiro (assuming it's like Bloodborne), I definitely hit a blocker where I literally couldn't move forward because the boss was too hard.
The power of “I’ll come back to this when I’m less stupid” cannot be overstated. Love me some procrastination mechanics.
That is pretty much the case, but Bloodborne has a few diverging paths. People seem to really hate when I say this, but Elden Ring is the Dark Souls easy mode so many had asked for. Tons of easier dungeons, alternate paths to take, most of the toughest bosses are optional, spirit summoning, its super easy to over level, plentiful items for summoning player help, and even when you get invaded the 4 player limit usually means its a 3 on 1 fight. Until Elden Ring I used to claim Bloodborne was the easiest souls game but really Elden Ring makes Bloodborne look like hell mode by comparison. Meanwhile Sekiro is in my opinion the hardest. You have limited tools, no summons for help, cannot level up - you must get skillful and meet the challenge. There’s definitely rewards that will help along the way, but ultimately they are never enough to save you on their own. Parry parry parry jump and sprint instead of dodging.
Sekiro had the hardest first playthough yet easiest NG+ playthroughs
Dark souls 2 was the easiest because you could get basically unlimited healing with the gems.
Orphan of kos fucked me up for a solid week on ng+2 (I should have just restarted a new character when that dlc dropped)
You should play Lies of P if you like sekiro and bloodborne
Sekiro throws a few easier bosses at you first that you can fight how you want. Then you get to Genichiro and you have to learn how to really play the game. But he's pretty straightforward once you to figure it out.
I'm 100% convinced that Sony lost the source code for BB and that's why there hasn't been a remaster or PC release.
That makes sense, can't they just reverse engineer the game though?
have you ever tried to turn a piece of decompiled code into sensical code that you can use to make it do new things?
I can't even take sensical code and do things with it.
I imagine it's easier for a billion dollar company to do than it would be for me.
https://en.wikipedia.org/wiki/The_Mythical_Man-Month
Sure, so you'll divide the codebase into neat little chunks and pay 100 programmers for 3 years to unfuck all the garbage code.
Tell you what, go to the hospital and get 9 women to give birth to one baby in 1 month.
Yes, it's a feasable task, especially for a gigantic corporation. However, it doesn't mean you can "just reverse engineer the code", because it's going to be an enormous task that is difficult to achieve and time consuming and probably intoduce new bugs.
On top of that, porting it to PC and not just a single piece of hardware adds even more complexity the original, single console only release, did not even consider, making it even more difficult and buggy.
It can be done, but it needs a lot of time and effort.
I actively despise open world games because of the whole "Size of an ocean, depth of a pond" issue, play it for 3 minutes and you've seen all there is to see.
Not so with the more linear titles.
The games lure you into the “right direction“ with their difficulty. And then there is I, an intellectual, who dies to skeletons for 4 hours straight at the start of DS1.
Playing these games for the first time was incredible ❤️
Also died to skellies on DS1 for hours. Not my fault they hid the correct path.
In hindsight, the respawning should have been a hint. But it took me a while to get it.
Imagine not immediately rushing towards the skellies to get that sweet zweihander that trivializes 1/3 of the game.
Later play throughs normalised the Fathers Mask run. Because as we all know
When did “legendary” start meaning just normal real things that actually exist?
They are actually called Legacy, since they match the classic format.
Open World is nice when you just kinda want to walk around and look at stuff. Maybe you're not in the mood to slog through an unforgiving death maze. Maybe you just want to ride around on a horse and look at trolls and dragons.
Open world is amazing, as it allows the player to actually belong to the world and experience it not only through neverending battles, but through strolling around, exploring, finding new characters and forging their own story. It's an unmatched level of freedom that we inherently need to actually live our experiences through.
Bosses break the world by introducing unreasonably powerful characters that "just happen" to be immensely stupid, unreactive, and predictable. They are made so that the player would feel proud he "outsmarted" and "outreacted" a much more powerful entity with total disregard to the fact the boss is intentionally made into an idiot to cater to the player. Bosses are simply toys to scrub your ego itch, and while doing that, they sacrifice immersion.
BB sucks, and Elden Ring does too.
does Tetris suck too then?
Bloodborne is a a tapestry of suffering and fear. it's beautiful.
Tetris is literally just blocks falling down to close the lines. If not for its iconic status, this would be an absolutely mediocre and outdated game, yes.
What do they mean by “legendary dungeon”?
I interpreted it to mean a primary, necessary, and unique area/dungeon, as opposed to an optional side dungeon with reused assets or a nonspecific "overworld" so to speak. Like if stormveil castle linked directly to Raya Lucaria which linked directly to volcano manor, and so on, without an open world to traverse in between.
I do find that 'open world' is used interchangeably with 'non-linear'. I think this is a problem because they're quite different.
Open world needs some kind of sandboxing mechanic. Whether it is building something, changing the environment, or whatever. It doesn't have to be base building but it is the common go-to. There is usually less 'progression' and more isolated 'accomplishments' which may or may not have tangible rewards impacting game mechanics. Open worlds don't even have to have 'endings'.
Non linear gameplay needs things like optional and auxiliary components but also missable/altered content/choices matter, different paths/routes, and/or multiple endings affecting a core/linear game progression. Non linear games tend to 'open up' and 'close off' with lineated progression.