cold_spirit
he/him
- AKA
- Alex T
Hard as I try, I can't imagine FFVII working as an open world game.
For those who can imagine it, how far into the story do you think Part 2 will go? Just to Junon? Typically open world games just have one map, though there are exceptions (The Witcher 3, Metal Gear Solid V). If we imagine a two map scenario, do both of the major continents get a map? Does Part 2's story go up to Rocket Town then? Or maybe the Temple of the Ancients as an off-shore last dungeon?
Games that take place in a region are best suited for open world game design. Think Hyrule in Breath of the Wild or Colorado in Horizon Zero Dawn. Furthermore, their narratives are conceptualized in a way that moves the player back and forth between the same towns/cities/outposts. The areas between these civilizations are then filled with detail because the designers know players will traverse them multiple times. FFVII, as we know it, does not lend itself well to this. FFVII is a globe trotting adventure where you move from locale to locale in a linear fashion. There's little incentive to fill vast maps with detail if the player will only traverse them once.
There's also the issue of abstraction. The map size of most open world games is only a few square kilometers (unless you're Daggerfall, but that game is buggy af). Is it wise to portray both of FFVII's major continents, the bulk of the planet's landmass, as two maps that can be strolled in an afternoon?
So yeah, for me, since FFVII was never built with open world game design in mind, I don't see it working. I think having a mixture of wide and linear areas would best serve the story and abstract the scale enough to make the planet feel large.
For those who can imagine it, how far into the story do you think Part 2 will go? Just to Junon? Typically open world games just have one map, though there are exceptions (The Witcher 3, Metal Gear Solid V). If we imagine a two map scenario, do both of the major continents get a map? Does Part 2's story go up to Rocket Town then? Or maybe the Temple of the Ancients as an off-shore last dungeon?
Games that take place in a region are best suited for open world game design. Think Hyrule in Breath of the Wild or Colorado in Horizon Zero Dawn. Furthermore, their narratives are conceptualized in a way that moves the player back and forth between the same towns/cities/outposts. The areas between these civilizations are then filled with detail because the designers know players will traverse them multiple times. FFVII, as we know it, does not lend itself well to this. FFVII is a globe trotting adventure where you move from locale to locale in a linear fashion. There's little incentive to fill vast maps with detail if the player will only traverse them once.
There's also the issue of abstraction. The map size of most open world games is only a few square kilometers (unless you're Daggerfall, but that game is buggy af). Is it wise to portray both of FFVII's major continents, the bulk of the planet's landmass, as two maps that can be strolled in an afternoon?
So yeah, for me, since FFVII was never built with open world game design in mind, I don't see it working. I think having a mixture of wide and linear areas would best serve the story and abstract the scale enough to make the planet feel large.
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