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But without any meaningful code access to upgrade terrain engines or lighting systems, that mostly means spamming set dressing and clutter everywhere. Dense narrow spaces = too much content packed together and repetitive encounters. So these are leftover placeholders that lead to cut content. Wider, spread out, less dense.
Titles like Fortnite, Apex Legends, and Genshin Impact have redefined player engagement through frequent content drops, seasonal events, and community-driven updates. Continuous Content Updates: Players expect frequent refreshes in the form of character skins, props, and new environments. These include: (i). Common issues include: (i).
Testing an open-world game can be complex and demanding due to the vast and interconnected nature of the game world. If your internal team can’t handle open-world game testing, seeking professional game QA services is highly recommended. But what is an open-world game? Boundaries and collision.
I used GenoTerra to research and reflect about the design process using procedural generation in the creation of base shapes that the designer/s in a studio can use to create a more coherent game world. “OpenWorld Games" have the potential for countless hours of exploration and fun through their huge game worlds.
If you want to have an enormous openworld, some copy-pasting will be necessary, even for games with huge budgets. It means a huge chunk of bespoke content won't be played much. You need to look for ways to stretch the content inexpensively. So yeah, copy-pasted enemy forts and bosses is not something people like.
The amount of content variety offered by the original Garrison design was more suited to a lower visitation rate, not the “I’m going to play almost my entire run inside these things” which it had become for some people. Sample Garrison content list from Beta 11. It’d sure be nice to resolve that!
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.
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