It's more cost efficient to design linear and restrictive maps.
It's more cost efficient to design linear and restrictive maps.
No, unless you are making a multi-million AAA high production value corridor single player FPS game there is no technical advantage to make linear restrictive maps.
Some environment artists and level designers can make man-made architecture levels better and faster than organic outdoorsy ones. MMOs are more generally better off being more hub-based and nonlinear in their environment designs and interconnection to get more reuse and feel less boring to the player that will need to traverse them many times.
I just can't help but feel like they rushed too much of SoA and used the 'conquering the wilderness' angle to allow them to make a bunch of corridor/cave areas. The expansion would have been much better received if it had a stronger beastmen/lost civilization theme integrated into their zones with ruins or other unique world elements.
I really have no desire to play the expansion or this game anymore if all I have to look forward to is a bunch of boring thoughtless outdoor corridors and caves.
Death Penalty / Terpsichore / Murgleis / Nagi / Kikoku / Armageddon / Twashtar
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |