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In cognitive psychology, theres this concept calledCognitive Load. For an openworld game like you mention, this means careful placement of quest givers and quest goals relative to each other in the world. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
Yet, for indie dev Almar, it offered an escape from the corporate rat race he felt trapped in. I usually start with a location or concept from which I build a ‘mind map’. An open-world social simulation of a whole human civilization on Mars. This concept grew organically from a single idea. It was a disaster!
Indie developer Chibig started in 2017 as a one-dev studio in Valencia, Spain. Combining the looks of a Ghibli movie with the condensed openworld of that game, gave birth to the idea of an apprentice witch delivering packages. So, finally, we decided to stick to the original plan and create a short adventure.
In cognitive psychology, there’s this concept called “Cognitive Load”. For an openworld game like you mention, this means careful placement of quest givers and quest goals relative to each other in the world. It refers to the maximum number of things a person can easily remember and recall at once.
Though it is easily overlooked, especially for newer devs focused more on the nitty-gritty of game development, the atmosphere is a crucial component for any successful release. Both are open-world action-adventure games with fantasy elements and similar mechanics. Compare two games Breath of the Wild and Elden Ring.
If you follow that link, you’ll see openworld events occurring as the quest proceeds, done without zone or quest locking, etc. We used the term actively on MUD-Dev back in the day, making the distinction between simulation and “stagecraft.” It famously only added any crafting because the dev team saw it in UO during beta.
Here we’re primarily talking about the player revisiting earlier floors on their journey, rather than backtracking within a single map (though I’ll cover that topic a bit separately at the end), and our discussion focuses on roguelikes of the dungeon delving variety, since openworld games generally allow backtracking by default.
The above samples show encounters added to a variety of Garrison layouts, highlighted with a dev visualization overlay. Some concepts: More enemies could show up? Garrison encounter distribution samples, color-coded by category. Those sections of the map would have otherwise remained filled with solid earth.
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