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There are already some huge maps out there, Just Cause 2 and 3 both have maps at around 1000km^2^, and those games are beloved by their players. But if the next Cyberpunk game was announced with Night City now being the size of an actual large metropolis, say like New York, would you say that's too big? What determines what "too big" is?

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[–] PonyOfWar@pawb.social 116 points 1 week ago (1 children)

It's too big when the developers are unable to fill it with enough interesting things to do and discover to keep my attention. But there's no absolute size I'd automatically consider too big, as it also depends on things like traversal. If you ride through the map on a mech going 400km/h, it can be much larger and more spread out than if I have to traverse the entire map on foot.

[–] ShadowCat@lemmy.world 5 points 1 week ago

That's definitely a key point. Absolutely loved the first Forest game, the map was just the right size for what content it had, then the sequel has a map 4x the size that is just completely empty for 90% of it. They did make some improvements over early access but it was still mostly a waste

[–] edgemaster72@lemmy.world 58 points 1 week ago (1 children)

To summarize this thread: It's not the size of the map, it's how you use it

[–] YiddishMcSquidish@lemmy.today 18 points 1 week ago (1 children)

Hey it's a totally average sized map! Some would even say it's too much!

[–] Zorque@lemmy.world 3 points 1 week ago

It has pools in it!

[–] magic_lobster_party@fedia.io 30 points 1 week ago (2 children)

It’s not about the size, but more about density of meaningful content. I like Elden Ring because every nook and cranny feels worth exploring. It’s the game that dares to hide optional areas behind optional areas, all with their own unique enemies and bosses.

On the other hand, taking Elden Ring as an example again, the mini dungeons were too repetitive. The first time visiting a catacomb is exciting, but it turns into quite a chore after the third time and onwards. You’ve already seen it all. Same thing with the dragon battles.

I think Elden Ring overall strikes a good balance with amount of surprises per square meter.

[–] YiddishMcSquidish@lemmy.today 6 points 1 week ago

There was one maze type catacomb with teleporting chests that was like a breathe of fresh air.

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[–] twinnie@feddit.uk 17 points 1 week ago

It can never be too big, but it’s a problem if it’s a big city with nothing to do (Cyberpunk).

[–] Red_October@piefed.world 17 points 1 week ago* (last edited 1 week ago) (1 children)

It's not a question of the world being too big or too small, it's the density of interesting things. A giant world with very little worth doing doesn't accomplish much, but similarly a small world where you're absolutely tripping over things that feel like you shouldn't skip them will also feel claustrophobic.

Additionally, the traversal system can help a LOT here. Even a world that has a lot of wide open dead space can feel good if the process of crossing that space is itself fun. Dune: Awakening comes to mind here, where there are large spans of open desert that you need to cross, but ripping across the dunes on my sandbike was so much fun I didn't mind the dead ground.

[–] Phil_in_here@lemmy.ca 5 points 1 week ago (1 children)

Do you remember LoZ Wind Waker? Maybe it's the nostalgia goggles, but ripping through the open water just felt good. I don't even think it was particularly mechanically fun. Maybe it was just the music.

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[–] I_Jedi@lemmy.today 15 points 1 week ago (1 children)

I say density, though Elite Dangerous puts a spin on how large the map should be.

In Elite Dangerous, most of the galaxy is unexplored. The Bubble (human inhabited area) is fully explored, which steadily dwindles as you go to about 1k ly outside the Bubble. Out there, you're basically on your own.

When you explore and map unexplored areas, you actually get some money depending on the quality of your finds. If you find some Earth-like planets, for instance, you can get a lot of money from exploring. There is also an inexhaustible supply of systems to explore, so there's no need to worry about running out.

[–] MilitantAtheist@lemmy.world 9 points 1 week ago

I spent 3 months in the void, didn't see another player for the entire run.

[–] classic@fedia.io 15 points 1 week ago (1 children)

More than bigger, I want more accessible interior spaces. Like cyberpunk, but you can go into other people's living spaces

[–] KammicRelief@lemmy.world 7 points 1 week ago (2 children)

Yes, this. Even if some of it is procedurally generated, how fun would it be to go in ANY door in cp77??

[–] Postmortal_Pop@lemmy.world 7 points 1 week ago

First mod I put in fallout puts mor interiors into city buildings. Frankly I'd be happy of 70% were recycled but 100% were accessible.

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[–] Tattorack@lemmy.world 15 points 1 week ago (1 children)

There is no open world that is too big. They can only be too small.

However, the quality of an open world is not predicated on the size of the open world, but rather what is actually in it.

And this doesn't mean that open worlds must be drowning in content, as the quality of the content itself also matters, and certain worlds that are large and empty can still be interesting due to its traversal being good, or the sandbox nature of a large empty world.

Some of the worst examples of open worlds are the kind that are just filled with isolated little fetch quests; busywork that's all marked on the map with no element of organic exploration. Or the kinds of open worlds where nothing actually happens "organically" without the player starting it.

The best kinds of open worlds are the ones that emphasise exploration and/or have background systems governing the world in some way (i.e. factions that interact with each other without the explicit involvement of the player).

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[–] JigglySackles@lemmy.world 13 points 1 week ago

I think that all comes down to how the travel, visual appeal, and POIs are handled. As well as a personal interest in the gameplay loop. The following are my general opinions on a few games for why I think they do or do not work.

Daggerfall would be way too big, because the POIs are few and far between and there is no visual interest between, but it worked because it had fast travel.

Each of the successive TES games had more visual interest to them and wel spaced POIs and I spent a lot of time walking on first playthroughs without fast traveling anywhere.

Similarly No Man's Sky could seem too big at first blush, but if you like the gameplay loop it's infinitely fascinating. For anyone wanting to move further in it's also helpful that there are gates to help make large jumps, without them being a requirement to enjoy things.

Cyberpunk 2077 was very visually interesting and had a ton of POIs and was fun to traverse on foot and in a vehicle. I thought the size was fantastic on my first two playthroughs. The third time the badlands areas got a little frustrating though.

Stalker and Stalker 2, are very fun to traverse by foot for me despite being very large. They are visually very interesting, especially 2. There are plenty of things you can stumble on and explore. In fact on my first playthrough of Stalker 2, I didn't even realize it had a fast travel option for over 60 hours because I didn't feel the need to look for one to use. Loved the huge size of those.

WoW was horribly oversized, as are many MMOs. WoW was(and imo still is despite many upgrades since I played, just not a fan of toony looking games) completely uninteresting visually, had no "on the way" POIs and had no motivation to look around. Long travel was a chore on top of a burdensome gameplay loop. I hated WoWs size. It felt big just because it would take people longer to play. I can't express how fucking boring it was to me. And exploring had zero reward. I remember wandering into the water and swimming for like 30 minites to get behind some massive tree or something (all I remember was it was a brown gradient that's how dull the visuals were) and I get behind it and there was fuckall. That was the last time I played I think. More brown gradient and uninteresting light blue water gradient stretched off into a foggy white gradient. Fucking hated WoW but especially its size. MMOs like that are the equivalent of having a rail shooter that's more train ride simulator than shooter. It works for other people, I just couldn't stand it.

Outward is a fantastic game but it's world feels a little too big sometimes. I don't really enjoy wandering it that much even though I enjoyed the game on the whole. Just felt I got to the point of sprinting from one objective to the next because I was tired of traversing the map.

So it's really game dependant imo. If they nail some key aspects, size doesn't seem to matter.

[–] ICCrawler@lemmy.world 12 points 1 week ago* (last edited 1 week ago)

Nothing much new to say, just reiteration. A big or huge or gigantic map is fine, so long as it's populated by meaningful content.

Really wish Forspoken had been more populated. It's a huge world, and combat/abilty wise it's a great pure-mage action game, which I really really loved about it, that's not a very common thing. But my god, the world is so empty despite being so big, and most side objectives are just collectothons. There's some more difficult endgame content, but no real reason to grind up for it.

[–] Cocodapuf@lemmy.world 10 points 1 week ago (1 children)

Having played Minecraft and No Man's Sky, I can say that no world is necessarily too big, because infinite is not too big.

[–] bytesonbike@discuss.online 4 points 1 week ago

This is it.

GTA 5 was boring when it came to exploring, much of it was pretty empty unless there was a mission. Elder Scrolls Arena was just random generated repeated stuff - miles of it. Assassin's Creed Odyssey was a lot of copy and paste.

[–] BlameTheAntifa@lemmy.world 9 points 1 week ago

I am looking forward to Light No Fire and have played countless hours of Minecraft and Star Citizen.

“Too big” doesn’t exist as long as I am enjoying myself.

[–] Flamekebab@piefed.social 8 points 1 week ago

My go-to "too big" is True Crime: Streets of LA. If memory serves it's a decent chunk of LA at 1:1 scale.

It's far too big and there's not much to do. It doesn't help that the game is dross.

[–] bookmeat@lemmynsfw.com 8 points 1 week ago

It's about how much time is spent between points of interest. The size doesn't matter.

[–] owenfromcanada@lemmy.ca 8 points 1 week ago (2 children)

It's never too big. That's why I'm pumped for The Wayward Realms (from the creators of Daggerfall, easily the largest world of its time).

[–] Naia@lemmy.blahaj.zone 7 points 1 week ago

How have I not heard of this one?

I did hear about Light No Fire from the No Man Sky devs. Looks impressive from what I've seen so far on it with it's supposedly literal Earth sized world.

[–] sexy_peach@feddit.org 3 points 1 week ago (2 children)

Damn it looks good. Still going to take ages until it's finished, if ever

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[–] teawrecks@sopuli.xyz 8 points 1 week ago (5 children)

WoW is objectively huge, but they made it feel tiny by putting fast travel options everywhere. I would guess that any two points in the world are no more than 5m from each other if routed perfectly.

I want there to exist one MMO where you "live" in a city, and traveling to another city is actually so inconvenient that you only do it if you have to. Not because I want to make the trek, but because I want there to be a world just large enough that any one person has usually seen only ~1%, but the playerbase in entirety has seen >50%. I don't know if any such game exists.

[–] burntbacon@discuss.tchncs.de 4 points 1 week ago (2 children)

traveling to another city is actually so inconvenient that you only do it if you have to

They don't work. Vanguard did it way back when, with their three continent world. Each one had enough content to get from lvl 1 to lvl 50, the max, and your starting race determined your starting location. It could take up to an hour to get to friends. Even on the same continent, with a mount (before they added flying mounts), it could take a half hour of running to cross the map... and players complained so vociferously that they were forced to add fast travel options.

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[–] cyberpunk007@lemmy.ca 7 points 1 week ago

The Witcher 3 and Elden ring were massive, and I enjoyed them because the world's were beautiful, non repetitive, and dense with unique material.

[–] PlzGivHugs@sh.itjust.works 7 points 1 week ago (2 children)

Basically, how much of the world is interesting/fun.

For example, Fallout 3 doesn't do a great job of this, as much of the world is baren with no story or gameplay. Half of the world feels like it could be cut out without much loss. The Yakuza games on the other hand, have smaller worlds but they feel massive and fun because there's always something to do moments away.

The work-around is to make travel fun, so the "empty-space" is just more gameplay. The Just Cause games are the perfect example of this. All the movement mechanics are quick and satisfying, from the grapple and parachute, to the driving, to the OP wingsuit.

[–] winety@lemmy.zip 9 points 1 week ago (1 children)

For example, Fallout 3 doesn't do a great job of this, as much of the world is baren with no story or gameplay. Half of the world feels like it could be cut out without much loss. The Yakuza games on the other hand, have smaller worlds but they feel massive and fun because there's always something to do moments away.

On the other hand, the world of Fallout 4 feels very cramped; you can't go 5 meters without encouraging something. Bethesda's games are interesting in this aspect – the worlds of different games are built similarly, but they differ in some small parameters (as in the density of Fallout 4), so they're ripe for comparison.

Personally, I feel there were two peaks in Bethesda's worlds – Morrowind and Skyrim. Both for different reasons.

[–] Postmortal_Pop@lemmy.world 4 points 1 week ago (1 children)

As a Morrowind enjoyer, I find Skyrim to be too shallow. There's 7 weapons in the game, 7 spells, and nothing really to do.

[–] winety@lemmy.zip 4 points 1 week ago (2 children)

I was mostly only thinking about Skyrim's world. Skyrim as a whole has many flaws.

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[–] Flamekebab@piefed.social 5 points 1 week ago (1 children)

I would argue that Fallout 3's map is ridiculously tiny.

[–] PlzGivHugs@sh.itjust.works 4 points 1 week ago* (last edited 1 week ago) (1 children)

It has been a little while since I last played it, but I found that scale-wise, it felt small (I'm guessing this is what you mean) with major locations too close together, but content-wise, it felt sparse, empty and ultimately pretty boring, which was the much bigger issue in my enjoyment.

[–] Flamekebab@piefed.social 3 points 1 week ago

A wasteland that one can throw a stone across doesn't feel like much of a wasteland to me. I don't want realism, just big enough that I can suspend my disbelief. I want to get immersed but a "town" with six people isn't a godsdamned town.

[–] markz@suppo.fi 7 points 1 week ago* (last edited 1 week ago) (1 children)

Measuring size alone is meaningless, as gameplay affects perceived size, and density of meaningful content in relation affects the experience.

Size should match content.

Skyrim is canonically pretty close to the size and shape of Estonia, but in game it's very small. If the game's content was spread out to the "real" size, it would feel completely barren.

The map in Deus Ex MD was quite small, just a couple tiny districts, but it punched way above its size because it was so dense in detail.

[–] Jrockwar@feddit.uk 5 points 1 week ago

Agree. If you could go into every single store, house, nook and cranny of Cyberpunk 2077, and talk to all the NPCs, it would feel absolutely humongous. Gameplay significantly affects perceived size.

[–] wazoobi@lemmy.world 7 points 1 week ago

Echoing what others have said: size doesn't really matter until it's notably empty with nothing of interest to justify it.

But also, Assassin's Creed Valhalla.

[–] orochi02@feddit.org 6 points 1 week ago (1 children)
[–] RightHandOfIkaros@lemmy.world 4 points 1 week ago (1 children)

Morrowind was exactly the perfect size for its content.

I would argue Daggerfalls map is unnecessarily large for the content it offers. At least Morrowinds NPCs have regional variation. In Daggerfall every innkeeper is exactly the same NPC. Its a technical marvel of its time, but by current standards is rather shallow.

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[–] zod000@lemmy.dbzer0.com 5 points 1 week ago (1 children)

There is no limit, but I am also a big fan of Daggerfall and thus clearly insane.

[–] redhorsejacket@lemmy.world 4 points 1 week ago

Are you insane, or have you achieved CHIM?

Not that there's an appreciable difference...looking at you, Michael Kirkbride.

[–] MourningDove@lemmy.zip 5 points 1 week ago

I’m of the mindset that it can never be too big, as long as it has some life to it. I don’t mind games taking a long time to finish. And I don’t mind if the grind is in the traveling. It’s cathartic in a way.

[–] magnetosphere@fedia.io 4 points 1 week ago

What determines what "too big" is?

Ease of travel and speed of travel. Even a small map can feel cumbersome, repetitive, and boring. If the missions are designed poorly, and the game mechanics ignore an entertaining user experience, walking down the same hallway a thousand times can feel like a chore.

“Too big” is a relative feeling that involves many factors.

[–] Surp@lemmy.world 4 points 1 week ago

The halo infinite campaign open world was kind of not alive enough so even though I've played bigger game worlds I think that's something to consider...

[–] tobz619@lemmy.world 4 points 1 week ago

I don't mind size so long as there's meaningful activity.

For example, Just Cause 2 is huge with a massive variety of biomes but I enjoy hijacking military jets and blowing shit up on repeat and general traversal.

Infamous 2 and Second Son have very neat and small maps that are action packed and fun to traverse.

But then other open world games just bore me.

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