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  1. #1
    Player Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    2,980
    It's more cost efficient to design linear and restrictive maps.
    (0)

  2. #2
    Player Sapphires's Avatar
    Join Date
    Jul 2012
    Posts
    130
    Character
    Sapphire
    World
    Valefor
    Main Class
    DNC Lv 99
    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.
    (9)
    Death Penalty / Terpsichore / Murgleis / Nagi / Kikoku / Armageddon / Twashtar

  3. #3
    Player
    Join Date
    Jan 2012
    Posts
    62
    Quote Originally Posted by Mirage View Post
    It's more cost efficient to design linear and restrictive maps.
    i cant see that being a big reason, what was so different with making those than something like la'theine? if anything not having to put in so much stuff would be easier, or at least spreading it out while having some unique points here and there.
    (0)

  4. #4
    Player Camiie's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    1,495
    Character
    Camiie
    World
    Fenrir
    Main Class
    MNK Lv 99
    Quote Originally Posted by Mirage View Post
    It's more cost efficient to design linear and restrictive maps.
    The cheapest and easiest would be a "content bowl." An open area surrounded by mountains with a couple entry/exit points.
    (0)