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by drw85
637 days ago
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But this is exactly one of the problems of today. Everything uses UX metrics to base their design around. It makes the end result boring and predictable and the opposite of immersive. I agree that there needs to be pacing, but there are great ways to do that.
GTA and RDR are great examples. You drive somewhere and get a funny conversation, or something happens on the way to the objective that pretty naturally distracts you in a way that makes sense to the world the game is playing in. Ubisoft games are basically full of these boring filler activities. What point does a huge open world have, if it's just the same 5 things copy and pasted all over the place? I'd much rather condense those 590 busy work tasks to 5 really nice side quests like in The Witcher 3. At least they give you an experience and not some UX concept of "the user needs to go climb a tree now". |
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