Quote Originally Posted by TheDecay View Post
Look at what Alfheim is on a map:
https://mapgenie.io/god-of-war-2018/maps/alfheim

Pretty much a straight line.

But in the game? You go through tunnels to unlock bridges, or move platforms up and down. You go to the temple, which curves into itself and has numerous branching paths. And as you leave the temple, many things shift; formerly accessible routes become inaccessible, and vice versa.

GoW designed straight lines far better than FF14 and FF16. It made linear corridors feel non-linear and feel much vaster than they actually are. Why can't CBU3 learn from them?

It originally seemed like FF14's dungeons were extreme linear corridors because it was an MMO and they wanted to streamline the process. But now that FF16 is out, I have the feeling that it's simply because they don't know how to design anything else.
Yet...they DID designs something else years ago and the playebase disliked it. It's been said here many times. If GoW does it that much better go play that. I personally don't need every game of mine to emulate another. That's how you get samey garbage down the road. You dislike 16 (Cool) and felt the need to tell us...in a XIV forum. NEXT