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If you want to have an enormous openworld, some copy-pasting will be necessary, even for games with huge budgets. You have to use a dozen of these towers to map the world. Each has a puzzle you have to solve, and the puzzles all use different abilities and parts of the engine. What I Would Do To Fix It You can't fix it.
But either one was radically different in that way than the most popular game engine, which was the Diku style (we called them “codebases” back then). If you follow that link, you’ll see openworld events occurring as the quest proceeds, done without zone or quest locking, etc. Dikus were entirely hardcoded.
This is a convenient diegetic way of locking the player in-place for a cutscene, while also priming the player for an extended cutscene. It is much better than the boring shot reverse-shot cutscene stuff going on in AAA RPGs these days, and makes Skyrim's "sit" mechanic more meaningful. It's more paranoid than a Ubisoft game.
I completed the main campaign in Redfall ( official site, Steam , also on Game Pass), a 4 player co-op openworld shooter by Arkane Austin, who's mostly known for detailed single player story-filled action games. You're fighting not only the privatization of public health but also reckless climate engineering! But not really.
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