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I absolutely disagree. Nintendo constructed a map with purpose! There are dozens of nods to old games into it, including mapping the maps of *entire old games* into this new world, weathered over hundred of thousands of years. Zelda's recurring theme is the cycle that this world is trapped in, and Breath of the Wild tells this tale throughout. You can go to the ruins of the castle from Ocarina of Time. You can travel to skyloft! And see how they all faired after hundreds of thousands of years, and how civilization has moved and shifted around them. I spent so long in the game just exploring and finding all these little nods and its amazing! You can only get that kind of care and detail from a huge team of artists and designers working years and years on the game, and I would fewer zelda games of that quality, than annual or biannual mediocre games.
[color=#000080]I totally agree with MayImilae about this, I absolutely wouldn't like a procedurally generated world, because the game will lose the magic the series has. Everything is thought and designed to surprise the player every time with new and unpredicted challenge, even just to reach the next dungeon. And then, each dungeon has his own particularity that will make it unique, not just random rooms and traps placed everywhere. And like she said, every time they are able to put elements of the previous games to make connections with the other games, just to show that everything is linked...
I'll highly prefer a long time of development, if they need it, to shape entirely the world and the dungeons (and please, I prefer fewer but bigger dungeons like before) rather than making it quick without this "magic"...[/color]
Maylmilae Wrote:You can only get that kind of care and detail from a huge team of artists and designers working years and years on the game, and I would fewer zelda games of that quality, than annual or biannual mediocre games.
Any sufficiently developed procedurally generated world would have to have a team of artists and designers used as input. That's probably where many today fail; they try to rely too heavily on pure algorithms to generate output with only limited input. If you throw enough unique input to begin with, you can go pretty far using procedural generation. The problem is that you don't see companies putting creative people right there with the programmers to make sure everything comes out okay visually. But just because you or I haven't seen that yet doesn't mean it isn't possible.
Again, I really don't get the doubt when it comes to technology. It's not like we aren't currently training neural networks right now, today, to learn how to be creative (make music/art, even play video games automatically). I don't see why we couldn't harness that to make unique worlds that are interesting to gamers. If you don't believe that's possible, what do you honestly imagine are the limitations we can't surpass? I'm curious to know.
its possible but maybe in 10 or 20 years
just played a little bit of BOTW on cemu and in my opinion BOTW is a combination or copies of darksiders 2 and GTA
(03-05-2018, 09:10 PM)chumpz Wrote: [ -> ]just played a little bit of BOTW on cemu and in my opinion BOTW is a combination or copies of darksiders 2 and GTA
Breath of the Wild similar to GTA? I get that it is similar to Darksiders, but actually it is just the other way around. If anything, Breath of the Wild should be closer to Skyrim than GTA at all. In fact, the development team was inspired by The Elder Scrolls V: Skyrim. Seeing Assassin's Creed: Origins and I notice the influence that Breath of the Wild had on it.
Yeah, botw feels like Skyrim in many aspects.
(03-05-2018, 11:26 PM)DrHouse64 Wrote: [ -> ]Yeah, botw feels like Skyrim in many aspects.
but better
If we're talking about Rockstar Games, Red Dead Redemption is closer to BotW than GTA. At least RDR has horses too...
which zelda game except majoras mask has the best items? side quest?
for me the game with the best items is Twilight Princess while the game with the best side quest for me is minish cap cause im still fusing kinstones

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