10 Open World Game Concepts That MAKE NO SENSE

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Published 2022-01-03

All Comments (21)
  • @slambat2905
    He talks about the streetlights getting knocked over really easily, but IRL ones are actually designed to come out of the ground when hit to minimize damage to vehicles and their occupants, so that's actually pretty realistic. It would still smash up the car, but it's not like hitting a tree, you won't just fold around it.
  • @tj_hrothekr
    The reason that Assassins creed "tower climbing" is able to relay information is because they are synchronization points, where the real world character better synchs with the ancestor and learns things that they would have known, I think it might only be explained in the first game though
  • @jessirarara
    My favorite thing about the "people just trust you to do things" one is when it's something like the end game in Skyrim. "The world is going to end because of this dragon! Please save us!" Meanwhile I spend 18 years clearing dungeons, doing random side quests, building houses, and raising a family and no one says a thing about it. Smaller scale thing is like when there's a mission to save someone. Like "Omg can you save my daughter!" and you don't do it right away and instead wait a while and then remember "Oh yeah I was supposed to save that kid" and the kid.... IS STILL THERE!!! So not only did they not send out someone else to save the kid when you clearly didn't do it, but the bad guys literally did nothing to the child in all the time you waited to do the mission.
  • Most unrealistic mechanic in any game that involves shooting is that your enemys have infinite number of bullets, and when you loot them you get like 3 bullets. I know why would developers make things this way, but it would be cool to see fps where your enemys could run out of ammo..
  • @alliecat84
    This reminds me of Skyrim, where you’ll join a new group and after a few missions they’re like “hey, you should be our new leader! But no, you can’t boss anyone around or really do anything but keep taking orders from us. But… new room!” My favorite is when you go to the magic school and you’re basically a 1st year Harry Potter but after about 6 missions they go “you’re the new headmaster dude!”
  • @Goat-on-a-Stick
    I don't know why, but this makes me want to play an open world game now.
  • @ssbooth
    I quite enjoyed the way that "enemies" retaking territories worked in GTA San Andreas, where you and your gang could take little pockets of turf that would occasionally be prone to counterattacks from other gangs, until you successfully took over all of the turf in the game. One of the most realistic ones I've come across.
  • You're right that the tower thing doesn't always make sense, but Assassin's Creed, ironically, is one of the ones that does. You're doing these tasks in the game to synchronize the main character's memories with that of their ancestors, so looking at a map in the future of a place in the past would not help with this endeavor. This ancestor is used to parkouring their way to the tops of these towers quite easily, and they would have a better lay of the land from their own maps they created from climbing these towers. If the ancestor found all these hidden secrets, then synchronizing memories is the only way to really assure that all those secrets are completely uncovered.
  • I think the grappling hook thing is just an “accident” rather then a feature because there’s just a general rule that when you use your hook you don’t take fall damage and it would be extra work to figure out all the logical exceptions
  • @IamProvocateur
    The reason you are able to “see” things not in your line of sight on Assassin’s Creed is that you are synchronizing with the Animus / DNA of the person you’re seeing the past through. I think people forget about that sometimes. That’s why it says yanno… synchronize lol
  • @Manlikepegasus
    I’m pretty sure the assassins creed tower synchronization thing makes sense within the context of the animus. Better signal, high vantage point allows for better memory sync, able to see more and download more memories, etc. So it makes sense in the context of the animus and you playing through the simulation
  • @djvelocity
    For Number 4: I asked a bunch of software developers why videogames don’t have densely packed cities. The answers I received were pretty much always that it’s too taxing for the system or too difficult to navigate for the player. It’s interesting though, eh? Why the largest cityscape recreations (eg. GTA: V etc.) are so sparse 🤔😅
  • @atlasprime6193
    AC Unity basically shows how the Assassin’s Creed Viewpoint system works with Arno’s using his eagle sense to map out his target’s area. Essentially, what you saw in that cutscene is how all the viewpoints have worked since AC1. They have eagle sense, after all.
  • @G-Racing33
    Horizon Zero Dawn clearly nailed the tower for it to make perfect sense. You kind of 'hack' a machine who patrols a specific area and gathers information about it. This info is then transferred to the protagonist's focus so you have it. Also, these machines look fricking cool
  • @bradeki2997
    The level of detail uncovered by climbing a tower might be a little over the top in some games, but the idea itself is pretty bang on. You can see more around you with an unobstructed view. Being able to pinpoint treasure chests and whatnot might be a bit of a stretch, but you absolutely should get a better understanding of the general topography, especially if you're in a forested or urban area with lots of tall things between you and everything else. I don't really see it as a negative gameplay element. I guess it could be more realistic if you there were two separate levels of detail: one general, vague level for climbing the tower, and a more complete level of detail if you actually walk to the location and see it for yourself. Maybe that could be a thing.
  • I’ll never forget leaving Helgan for the first time and seeing Bleakfalls Barrow looming through the mist of Skyrim, the distant call of Alduin as he flys away and the feeling of utter wonder.
  • @Savantir
    17:01 Well, in Far Cry 4, they did implement "Outpost Retaliation Parties" that would randomly attack a captured outpost if you were near.
  • One that bugged me so so badly was all the upgraded tech in Batman Arkham Origins... Specifically the grappling booster, which was supposed to be new, experimental tech that was seeing its first use in Arkham City... Having a better version of it in Origins, which was set before the events of Arkham city MADE NO SENSE from a lineal time perspective. When I hear Origins, I expected less tech, and more skill based game play...
  • @ksemi
    The best ennemies outposts in a game are probably the ones of Shadow of Mordor. The nemesis system is very good and make the game so much more replayable.
  • @WaitWwhaaat
    This makes me think of the Uncharted games and the neverending armies your opponents have access to. We spend the entire game solving puzzles to figure out where we are going next and not only do the antagonists somehow always get there first, but they've also managed to get an army worth of people to these places. It just starts to feel stupid once you get to the "hidden" cities at the end of each game and you have to fight through waves upon waves of mundane enemies. I honestly wish the Uncharted games figured out a different way to be engaging because the combat has more often than not ruined my enjoyment of them. Getting to the new lost city is fun until the armored men wielding shotguns and rocket launchers come out.