World Map - Density vs Size, and the Edge of the Earth
.Do you prefer smaller, more densely packed maps, or larger, more open maps? Both is obviously the preferred option, but at some point it stops being practical. Considering that, at what point are you willing to sacrifice density of a map for a larger sized map, and vice versa?
I'd rather have a dense, lively city with large buildings and dark alleys to explore, than a physically large map. I would consider a map like Skyrim to be too large, but something like GTA San Andreas and GTA IV to be fitting (felt larger than they were).
I also think physical map size is often given too much emphasis. It doesn't have to be enormous to feel enormous.
.And while we're on the topic, how would you like the game to approach the edge of the map? Giant invisible walls? Other impenetrable forces that keep you from leaving? Instant death upon passing the boundaries?
I like how the edge of the map was handled in GTA 5. While I'm not a big fan of the "the world is an island" approach, there aren't very many non-immersion breaking options available. In GTA 5, if players went too far out, the engine in their plane or boat would burn out and the player would crash and sink into the ocean. If they survived, they would be eaten by a shark or simply drown.
From what I know of Night City, it is surrounded by a barren desert wasteland, and according to Wikipedia, potentially the California coast? It wasn't too clear on that. Either way, it allows for a similar approach that I think would be best.
editors note: I hate invisible walls.
.Do you prefer smaller, more densely packed maps, or larger, more open maps? Both is obviously the preferred option, but at some point it stops being practical. Considering that, at what point are you willing to sacrifice density of a map for a larger sized map, and vice versa?
I'd rather have a dense, lively city with large buildings and dark alleys to explore, than a physically large map. I would consider a map like Skyrim to be too large, but something like GTA San Andreas and GTA IV to be fitting (felt larger than they were).
I also think physical map size is often given too much emphasis. It doesn't have to be enormous to feel enormous.
.And while we're on the topic, how would you like the game to approach the edge of the map? Giant invisible walls? Other impenetrable forces that keep you from leaving? Instant death upon passing the boundaries?
I like how the edge of the map was handled in GTA 5. While I'm not a big fan of the "the world is an island" approach, there aren't very many non-immersion breaking options available. In GTA 5, if players went too far out, the engine in their plane or boat would burn out and the player would crash and sink into the ocean. If they survived, they would be eaten by a shark or simply drown.
From what I know of Night City, it is surrounded by a barren desert wasteland, and according to Wikipedia, potentially the California coast? It wasn't too clear on that. Either way, it allows for a similar approach that I think would be best.
editors note: I hate invisible walls.