4 ms·
This sort of pacing is one of the problems with many open world games. The narrative pushes you towards saving the world and the final epic battle, while fillin
by stubish 4y ago
This sort of pacing is one of the problems with many open world games. The narrative pushes you towards saving the world and the final epic battle, while filling the world with tasks and sub plots that are trivial and non-urgent. And then the general will wait under heavy enemy fire for years as her troops are massacred and city after city burned while the character back tracks to kill rats and plow fields as part of their romantic interest's subplot. But if the narrative provides a lull in the action, you can encourage players to pursue subplots and even make that easier and more in character than to pursue the main plot. And you would have less of a problem dealing with under leveled characters who have rushed through the game in keeping with the main narrative, and over leveled characters who have dawdled through countless sub quests and DLCs oblivious to the urgency you were trying to convey in the story.