There needs to be more linear games this gen!

Nomad1

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the world of uncharted needs to be bigger to allow the players explore the levels more. I think Uncharted specifically, is being held back because it's to linear.
 

Nomad1

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The REAL problem just comes down to there isnt enough games out there,period
point blank. There was so much options on ps2 because the gaming library was massive. But now, it's all about western style shooters and unfortunately Japanese devs do their best to cater to western gamers, they totally lost their element.
 

Fatboi1

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the world of uncharted needs to be bigger to allow the players explore the levels more. I think Uncharted specifically, is being held back because it's to linear.
Well they already said UC4 will have much more emphasis on exploring and bigger levels.


This slice of Uncharted won't be the only place players will get to test their driving skills, Margenau said. The goal forUncharted 4 is to give the player more choice, as well as the options and freedom to explore as they see fit. During the demo, for example, players are free to escape the market at their own pace. All roads will eventually take you to your destination — which is essentially just the bottom of the hill — but how you get there is up to you.

"Everything you see, you can go to," Margenau said. "We're not going to arbitrarily block you. It's still a directed experience. We have our beats, our big moments that we want to pinch you to, but we want to make the player come to them on their own. We're not shoving them down their throats."

Uncharted 4 will undoubtedly be a "big-ass game," the designer said. That, in part, explains why Naughty Dog decided to push it from launch this year and into spring 2016 — a window that the developer is "pretty 100 percent on."

"We don't want to compromise," Margenau said. "It is Nathan Drake's climactic chapter of Uncharted, so we don't want to have to compromise anything for this game. If that means pushing it out in a couple extra months to make sure it's going to be to the level that it needs to be for [Uncharted 4] to be the best Uncharted — same thing with The Last of Us, a little extra time, just being aware of the extra time we need. The Last of Us, I think it turned out ok."

What I really like from this is said here:

They clarified that this is not done to cater to industry trends, but because there will be parts of the game that warrant it.
So there won't just big big ass levels for the hell of it, it'll actually be there for when it makes sense.
 

Fatboi1

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Niel Druckmann gets it.

It was interesting to see in the trailer that Nathan appears to take one of several routes in his Jeep. How open-world is this game?

Druckmann: Yeah, I mean the term we use is wide-linear. It's not open-world, because we wanted to tell a very specific story, with very specific tension. The thing I have a hard time with, in open-world games, is that there's a lack of tension. Say if my ally's life is in jeopardy; I can still go off and do five different side-quests, and I don't believe that jeopardy. So I feel we need some way to control the pacing, and it needs to be ways where you are still active as well.

For us, the story is king. I don't mean writing, and I don't mean script. What I mean is, there's a certain experience we're trying to make, and that's going to trump the gameplay, that's going to trump the graphics. This high-level experience we create should, eventually, win that argument of what this game is going to be.
Lol same thing I was saying. There's no place for that in a game like Uncharted where shyt is going down. You don't have time to be collecting Chia Seeds for the lady at the Inn.


To add more to this:
"I think our goal with the layouts in some of these spaces is that there's not that golden path," Cambier told Game Informer. "You turn this corner, you're going to find something surprising. Or maybe this way you're going to use your potions; the mixup of your different tools. There might be a shimmy ledge this way, there might be things that break this way; so every path has that action, that tempo that you want."

Cambier, who previously worked on The Last of Us, added that Naughty Dog's task with Uncharted 4 is "figuring out how to design on this new scale" that the power of the PS4 provides.

"Because you want to go bigger in this jungle layout that we have," he said. "You can see just all the avenues that Drake has; these new tools. You give the player a tool like the grappling hook. Then you realize how much space you need to fulfill that and how far you can go. How you design a space that has that size and that epicness, but is still understandable, digestible."

Cambier pointed out that past Uncharted games, as well as The Last of Us, started to move toward a more sandbox approach, but explained that Uncharted 4 is moving things even further forward with regards to player freedom. The demo shown during PlayStation Experience in December (above) highlights this new level of non-linearity, as Drake can swing from ledge to ledge, and take down foes in any number of ways.

They've been saying that for the longest but dudes in here swear UC4 is just gonna be UC2.5. It'll be most likely a great mix with freedom and options but not at the expense of pacing and player urgency.
 

Nomad1

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Niel Druckmann gets it.


Lol same thing I was saying. There's no place for that in a game like Uncharted where shyt is going down. You don't have time to be collecting Chia Seeds for the lady at the Inn.
If they're making Uncharted 4 a "wide-linear" game then that's fine. But Uncharted simply being a "point A to B" game kinda hurts the game, and especially since this is a game about exploration and finding unique items and shyt.
 

Fatboi1

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If they're making Uncharted 4 a "wide-linear" game then that's fine. But Uncharted simply being a "point A to B" game kinda hurts the game, and especially since this is a game about exploration and finding unique items and shyt.
It kinda didn't because at the time UC was coming out, it started to pioneer the whole cinematic game thing and then you started seeing a trend of other games piggy backing off of that.
Suddenly every AAA game was adding set pieces and other cinematic things to their games which most didn't pull off right. Either way, Uncharted 4 isn't out yet and 1-3 are pretty old by now so holding it up to current standards in games is null since it ain't gonna change the old games.

Uncharted 3 had some exploration and puzzle solving compared to 2 so it wasn't entirely point A to B. The shipyard chapter in UC3 wasn't really linear as it had multiple ways to go about it. TLOU went even bigger and had some decent sized sandbox levels where there where lots of things to see and explore like little side stuff and whatnot.

Uncharted 1-3 was as good as it got because it didn't promise to be anything else. UC2 is still one of the best games of it's kind still to this day. Tomb Raider wasn't seeing UC2. nikkas started talking about TR been doing that meanwhile in TR past games you hardly was taking out mobs of enemies and shyt. The only similarities was the theme and that was mainly for UC1.
 

Fatboi1

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no the fukk it didn't :comeon:
:yawn:
Here you come again. What game started the cinematic third person adventure/shooter with set pieces that still had you playing??

You always trying to argue this point but please breh. Don't even waste your time mentioning Tomb Raider Underworld. I told @hexagram23 already, that shyt was nothing like Uncharted 2. TR had more puzzles and exploration emphasis while UC took that and added WAY more shooting and wrapped it up in a cinematic flair. You'z a big ass hater man. :scust: You hate seeing people give props to Uncharted.
 
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MeachTheMonster

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:yawn:
Here you come again. What game started the cinematic third person adventure/shooter with set pieces that still had you playing??

You always trying to argue this point but please breh. Don't even waste your time mentioning Tomb Raider Underworld. I told @hexagram23 already, that shyt was nothing like Uncharted 2. TR had more puzzles and exploration emphasis while UC took that and added WAY more shooting and wrapped it up in a cinematic flair. You'z a big ass hater man. :scust: You hate seeing people give props to Uncharted.
Plenty of games had cinematic set pieces before uncharted breh.
 
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Fatboi1

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Plenty of games had cinematic set pieces before uncharted breh.
Yup, strawman. I didn't say no other game ever had a setpiece. I said no other game did it like UC2 did.

You didn't mention anything. No game before Uncharted 2 nailed the formula. Uncharted 2 took the template Tomb Raider set(exploration and finding sht) and tweaked it. They added a little exploration and puzzle, added a WHOLE lot of shooting interspersed with jaw dropping graphics and set pieces all in a cinematic flair that just wasn't accomplished all together like this. No other game before it captured the style and flair of a movie in game. Knowing you, you'll say Resident Evil was the start of movie games simply because it had voice acting :snoop:.

Reductionist talking points=YOU(The WOAT)
 
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Fatboi1

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Plenty of games had cinematic set pieces before uncharted breh
Smh.
Uncharted pioneering cinematic gaming is not the same as saying "No other game had cienmatic set pieces ever.

If I said "Xbox Live pioneered online gaming for consoles.", it would be stupid of someone to say "Well PS2 had online gaming before Xbox breh."
:mindblown:
 

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Too much for me to read in thread but I do agree with the sentiment that Open world kinda sucks. I hate the trend of loading games with a bunch of time killing activities that generally have no reward worth the time and effort. Yes I know it's optional but it does take away from he game overall, as OP said you can have a game that is linear to a degree but still have exploration and things to do. For some reasons gamers wan't this overload of things to do that don't really improve a game , let alone some games are not even good enough to entertain long enough for you to pursue these things.
 

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I can't wait until open world games have zero pop-in. That's one of my biggest pet peeves in games. Open-world games are plagued with this problem, due to their sheer size. Once we can get miles and miles of draw distance, we'll be :blessed:

Gta V on PC came close, but it was not entirely pop-in free. I wish more games used more vram to load in distant objects. Use all 12gb of my vram. That would be godly.
 
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