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To create a vast world, games contain large scale levels and environments to give a sense of realism and an overabundance of areas to discover. However, there are cases where there is too great of a distance between meaningful areas of gameplay. This design choice, coupled with a slow means for the player to reach their next destination, makes the experience feel like a waiting game. Cases like these involve the player moving their character for minutes through areas that do not contain any collectibles nor enemies to disrupt their travels. As a consequence, the game starts to feel stale very quickly.

Demonstrating Examples Edit

Castlevania: Curse of Darkness

In Castlevania: Curse of Darkness, there are often very large routes the player had to traverse and, to make matters worse, their character moves slowly. On top of this, there are very few mechanisms in the game that allow the player to transport around game world.

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Mass Effect

Many times throughout the first Mass Effect the player is left to wander through a very large play-space without elements to interact with, or interesting environmental details to capture attention. The Citadel was by far the most demonstrative of this, with the player constantly having to spend time traversing the various areas and levels just to reach NPC's or shops. Much of the players time is also spent riding in the Citadel elevator.

THE WORST ELEVATOR EVER

No Man's Sky (Hello Games)

No Man's sky has the largest game world till date. The entire game world which is universe is procedurally generated. The game world is so huge that rarely players can meet each other. Due to this game play gets affected, although No Man's Sky being a planet-space exploration game. But due to the large game world, the player spends most of the game time in traversing the large universe and reaching to the planets. Due to this ,the very essence of long range exploration feels lost.

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