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.
Depending on where your from, streetlights in the UK are like trees, if you hit that at 90mph you will be reduced to a smashed paste because they don’t move.
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
To go into more detail: the *entire point* of Assassin's Creed is exploring various ancestors' memories which are encoded in the descendant's DNA. But you don't "just remember" stuff; you have to use the Animus to explore any of it at all, and you have to link more-or-less significant memories together in order to piece together the whole story, often in chronological order. The "vantage points" are places that the ancestor really did go to scout out the areas they visited, precisely because they have a good view. They therefore serve as a logical trigger for the memories of the detailed layout of the immediate area, and from those, also memories of significant encounters that occurred there. In short, Assassin's Creed is the one series where this mechanic *makes the most sense.* If other games copied it badly, that's on them.
@@Kromaatikse This is what I was gonna comment. Seems like gameranx isn't too caught up on his AC lore which is kinda fair since most people only started playing since the new AC games came out. The only people I know that know info like this that I hoped would be common are people that played the older titles too. The newer games don't do a great job at covering topics like this.
I think the first game actually does a poor job communicating how the animus works and how it effects memories but yes, they explain that the health bar is actually a synchronization bar, so every action you do, from assassinating someone to climbing a random wall has ALREADY happened and you (Desmond) are trying to recreate what happened as closely as you possibly can. A cool fact with this is during the events of the first game, it is canon that Altair was never touched, as taking damage lowers the synchronization bar, not an actual health bar. They kinda drop this concept after the first game, but yes, that is canonly how the animus works.
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..
Escape from tarkov comes the closest. AI has unlimited ammo, but finite amount of grenades and they will have a decent amount of ammo in them when you loot them
What’s even funnier than Infiniti ammo Ai’s is when they run out of ammo an think it’s an okay idea to come punch your lights out while your still firing ur gun
@@TheNeXTGUI What if they used knives or their guns to beat you up. However i would never let the enemy to run out of ammo becouse i would need ammo too.
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
@@JustJoe10 Yep the Tallnecks are one of the more interesting ideas for a synch point, mobile, variable layout which is kind of believable for what is a fairly old machine that's probably suffered damage in its lifetime, you need to both figure out how to get on and climb to the access point.
Yeah any time you're dealing with data systems, that's a perfect opportunity to make this make sense. Also in AC games, you're not actually IN the time period, but rather in an animus. It kinda sucks that this part of the game took such a massive back seat though, so a lot of people don't really realize it.
The Tallnecks are great! Love climbing them, and I agree they look awesome. I love Horizon Zero Dawn, the world they built is phenomenal. I can't wait for Forbidden West to be available on PC.
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!”
Or how you do a few missions to more or less single-handedly rebuild the Thieves Guild by yourself and you pretty much become their leader and they still basically treat you the same as when you first walked in the door.
@@bloodwolfgaming9269 I don't really understand why every guild in oblivion and skyrim does that, they turn you into the leader of these groups and then programmed nothing for it. They could have easily just had you end the quest line as a high end member, and left things at that with nobody really questioning it, just moving on. But there are so many implications to being the leader of a organization that they outright ignore.
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.
That's why Breath of the Wild just went 'Y'know what? The bad guy is right there (points finger at Hyrule Castle), just make sure you get kitted up for the fight. Oh and we got four giant animal themed mechs that need to be recaptured so you can fire their lasers at the bad guy if you want to make things easier.
Ironically, an earlier Elder Scrolls title (III: Morrowind) had some ingame mechanics re. quests & whether NPCs would entrust U to complete those quests: - Each NPC had a "Disposition" rating to measure how much they liked or trusted your character. Most quest givers would only offer a quest to U if their Disposition was @ or above a certain level, which U could influence by choosing to Admire (flatter) or Bribe the NPC in question (among some other actions). - Faction questlines had Faction Rank requirements, which were dependent on whether U had certain Skill & Attribute levels; later & more difficult Faction quests had higher Rank requirements that U had to satisfy 1st. (Climbing Ranks also had the benefit of raising everyone's Disposition within the same Faction.) As to "no one says a thing about it" ... that is owed to the limits of time & energy available for a dev team to code & test the necessary game logic required for a more fully fleshed-out story narrative & NPC dialog tree, a job which gets increasingly "hairy" as the number of NPCs & branching storylines increase. Even if that was the original vision for Skyrim, its development time & difficulty of playtesting would've been vastly raised to insane levels -- case in point: the original goal of TES3 was to make the entirety of Morrowind playable, but the sheer amount of effort that goal would've required made it necessary for the dev team to scale it back to just the central volcanic island of Vvardenfell; only yrs after the game's release was there an ongoing effort to make the whole province of Morrowind playable, "Tamriel Rebuilt", a massive mod project to build up the landmass of Morrowind, "populate" it w/ scenery objects / wildlife / buildings / NPCs & write up quests & the necessary dialog trees, a monumental modding community effort that so far has only begun to approach the 50% completion mark.
it would be crappy to have all games time gated though, like in the witcher 3 i like to go around collecting cards and doing side quests but ciri waits for me, if i had only 4 in game hours to find ciri i wouldn't like the game
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
@@A1readyDead yes I know I am saying that they didn’t program it to do that specifically but that they just realized it was usable that way and went with it as feature
As he points out on every one of these, they make no sense in reality but they’re fun in a game. None of them make these bad games, so of course it makes you want to play. Me too, actually.
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 get a bit of that in Generation Zero as well, there's control points around several of the regions, as you build up threat in the area FNIX can take over the points and will build up bases there. They're destroyable, and you can even build your own bases which can be counter attacked though given the cost in resources to build bases I'm glad you get to choose when to deal with the counter attacks as a "mission" because it'd be impossible to maintain full defences on even one base with the current design.
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.
I thought the same but modern AC games have no excuse. Your bird scout the area and suddenly you know where there is a cave, a treasure chest and all 15 enemy locations in a fort. How does that work?
@@SarcasticDuck and you can jump from 100 meters and survive just cause you landed in a haystack. Don’t take AC to be realistic at all. The entire lore is completely fictional, and not the realistic type.
I’ve always thought that logically you’re getting to a high point on the map so the animus can synchronize the area to know the layout, hence where the “synchronization point” comes from. Just me?
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
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
And usually when you've just slid down a steep slope or climbed a complicated path, just to have to sprint back to the outpost and hope you don't arrive where the enemies teleport onto the map.
GTA San Andreas as well. When you take over gang territory in Los Santos other gangs can try to take back the territory. It was more tedious though cause sometimes I'd be in another city then I get a warning that my territory is under attack.
I still remember maffia 2 when you had to move around some crates in a warehouse before you actually got thrown into the action. It took maybe like 5 minutes irl but it felt like an entire day of work and vito just didn't want to deal with it anymore. Small detail but it made it much more realistic
@@sheogorathprinceofmadness2223 you don't have to load all the crates. If you just walk out the door, the mission will still continue with a slightly different line of dialogue.
I didn't just quit then, you doo-doo heads. After going through the atrocious dialogue and beyond boring repetitive motions just a few minutes after that, my boredom-induced rage was complete. This game is just not fun for someone like me, who cares nothing about "story-driven" drama. I love mobster-type games, but I'm more into the Godfathers than the Mafias. The Godfather games are the closest to an ideal mobster game, save that old one from the 90's for PC, can't remember the name. Lately, to get my fix, I've been playing "Pixel Gangsters" for the phone. There's just not very many good mobster games. CoG (City of Gangsters) for PC is pretty cool, though severely lacking in the action department. Don't even get me started on the travesty that was "Omertas". I really wanted to like that game. :'( Capturing the essence of being a Prohibition-Era, trench-wearing tommy-toter is difficult. Maybe a good, fleshed out mobster game will come with today's advancements in technologies, though it seems the popularity of the genre in our collective consciousness is waning. It's all about Vikings right now... Mafia is, to me, just like any other story-driven drama game, with a mobster skin slapped on it. It feels lazy and in many places, too realistic. I like things to be as close to reality as possible, but sometimes those things don't transition well into games. Mafia was just too boring with it's lack of customization and choices. It felt like I was being pushed to do one thing after the other, with the goal being to get to the end. I want a mobster game that will allow me to create and manage my own bank-robbing, brick-brew selling empire. With a nice dose of role-playing a character of my choice, and seeing him rise to Don-dom. Anyway
*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 🤔😅
@@djvelocity Well it couldn't properly render most NPC's and half of them ended up either blobbed out or in broken positions. The updated version of Cyberpunk is practically empty now because of this. Only way to optimise it.
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...
To be fair, they were put in a tricky spot with that game. Because that grappling booster specifically was such a nice quality of life change, that it would have been such a killer if it wasn't in the game, and I feel like people got too used to it
Then don't play Halo: Reach. They had weapons the were experimental since it's it tells the story of before MC. The planet along with everything on it gets destroyed, but somehow the Spartan Laser is in later entries.
@@blaquenoise tbf they only reappeared on halo3, and in that game the unsc is literally resorting on using a ww2 era bunker as their main base of operations on earth, I'd not be surprised they also cracked open an old stash of experimental weapons as a last resort XD
A way to explain it is that Batman started having less armor on his suit making it more dangerous to use something that pulls him at such a force. So the grappling gun in city is an experimental version that makes it safe to boost with the suit he has at the time
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.
For number two surprisingly Assassin's creed revelations tackles that issue with assassin dens what it is, if you don't take over the area fully after claiming your den it'll eventually be laid to siege by Templars there's even an achievement for successfully repelling three of these attacks it's another aspect as to why revelations is one of my most favorite open worlds
@@stiffisharc8097 I personally didn't really liked it because I mean come on, Assassin's Creed Tower Defense, I just don't like the fact that Ezio can't just jump in and massacre the Templars himself.
Ezio trilogy is still one of the best ACs in the franchise. Unity was the only one with the true potential to be the greatest AC of all times and they dropped the ball
It is handled well in Odyssy With the regions held by Sparta or Athens with them swapping sides back and forth throughout the game even if you never get involved
The destructible and indestructible obstacles problem is usually down to hardware and software limitations, which is why we see less of it now. 3D models need to be filled out with additional polygons and textures in order to be destructible. They need to break into smaller 3D pieces and physics needs to be applied to each of them. Calculating precise physics in real time is an extremely performance-heavy thing to do, even in 2022 with unreal engine 5's early access nanite technology available to us. That doesn't make it any less infuriating when we drive into little immovable props on the side of the road, but it does make sense.
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.
Reminds me of what little I’ve seen of Age of Empires, probably the same for most games like it… you travel through an area and you can now see the general layout, but to see what’s actually going on there right now you have to go look or send someone to scout the area.
But it should work automaticaly on all high places, not just on some special view towers, for example you see church tower from a hill and church is on your map because you already know where it is, it's ridiculous that it doesn't work like that in many games, in some games you can at least explore with binoculars.
Makes sense in the modern AC games, you have a bird with you that you have a connection with. Everyone with a brain knows how well birds of prey eye are.
Horizon Zero Dawn's "Tower Mechanic" is pretty friggin' awesome! When I first played it, I was at the ruined city near the start. I masterfully took down the entire group of Raptors, stood there, basking in my bad-assery!! Then the "Tower" stepped on me...
@@Kholaslittlespot1 Obviously whether games are enjoyable or not is completely subjective, but I must say this is the first time I've ever seen HZD's story referred to as bad. I certainly hope as you progress through it, you enjoy it more. Personally I like adventure games more than other genres. Games such as Zelda, Tomb Raider, Uncharted, etc. I think HZD has one if the best stories of any game.
#1; Yeah, Deep Rock Galactic has this feature as well. If you play as the Scout, his grappling gun can save you (as long as you don't release it early and hold onto the button until you come to a stop).
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.
I am playing through the Tomb raider now and so far I have killed 4000 people on an island that was supposed to be hidden from the world and all the people who are on the island are trapped there. how did the bad guy find that many guys
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.
Maybe the reason traffic is so light in open world games is because so many of the game’s inhabitants have attempted one of those sweet ramps unsuccessfully.
@@fawgy3702 It's like a mmo without the latest expantion. There's a good amount of content even without that dlc. And they gave away the base game for almost free that one time. It all comes down to what you want from it. I was quite happy with the content of base game on my 100h playthrough.
@@Reiner_Miller nah fuck that noise. they took teh first game. stripped everything away from it and sold it back to us as DLC. they took the stat and skill system from teh first game and sucked the fucking life out of it. they took the sets from the first game and put them on the racks them gave them back to us when they finally realised people hated the new ones. they left bugs in teh game that have been there since beta ...fuckin looking at you crafting table bug... fuck ubisoft and fuck division 2.
Say what you want about the game itself, I was talking about a single mechanic that directly referenced the video. You can have good ideas in a bad game. I didn't care for it myself, but I liked the outposts always being a battleground between all factions
Far Cry 2 infinite respawn of checkpoint makes sense and is actually a good thing. You have no faction to hold what you capture so they'd just replace the mercs/militians there for ever. Also the map isn't huge and is basically a human desert with very little towns so it would feel empty otherwise. Many great systems in this game
Well, in Assassins creed the protagonist aways have the 'eagle vision' benefit, so even if its phically impossible to see with a human eye, it is still consistent with the lore if know the franchise
The AC tower stuff is a throw back to the early games, where you used to use Eagle Vision on viewpoints, which highlighted the area in different colours for different characters etc.
So in assasins creed knowing where stuff is, is kinda a power you have. The eagle vision isn't just a game mechanic but something the characters have that's gives them heightened awareness, the ability to sense hostility and a perception of points of interest.
About the Outposts, GTA San Andreas has a similar system with their gang territories, but GTA San Andreas did it better by having the enemy gang factions try to take your territories once in a while until you capture all the territories.
Godfather games did it the best. It was hard to take some territories and you’d often need to recruit some henchmen to help you out. Then you’d need to stick the place your guards (which cost money/resources) once you secured it, and even then a rival family would keep taking back territories until you wiped them out. Was hard and annoying, but more realistic
@@hawken796 Do u remember that broken mechanic in gta vice city stories where enemy gangs attack our businesses within 2 minutes and we cannot attack all their businesses until a certain mission That shit was so annoying that free roaming in vice city stories without losing all our buildings was impossible
You know, the *Breath of the Wild* example is one of the better justified examples. You just download the maps from the towers. For more detailed info, like where shrines are located, you need to actually use your Sheikah Slate to spot landmarks like using a pair of binoculars, and marking them via a line-of-sight beacon.
Yeah I was going to say, I certainly have my issues with BOTW, but the towers are not one of them. I think the whole design of having a simple world and being able to manually spot landmarks is excellent, and it's one of my favourite aspects of the game.
Exactly. You are only downloading the topography as well. You don't see the names of places you haven't been to and you get no markers for where things or places are until you've uncovered them yourself. You have to actually look out onto the world from the vantage point to see where something new is, instead of just opening your map and looking for it that way. There was a point during assassins creed games I got so sick of it. Uncover the area and just see a mass of icons pop up, showing all the grind you have for that area. Like a checklist instead of discovery.
Cyberpunk actually increased the number of vehicles on roads quite significantly and it's sometimes actually quite annoying when you're trying to get off of the freeway and there's a bunch of vehicles blocking the exit. So yeah, it's realistic for a big city but gameplay wise quite annoying sometimes when you just want to get from A to B.
@@chefbreccia2642 I stopped enjoying the whole fc experience after 3. 4 I got bored about halfway and 5 I got bored immediately. Primal was meh and I'm not interested in 6 rn. Maybe in a few years
@@boigercat 6 completely changes up the progression and system of taking over, it's not just take out outposts and you're done type deal. Making you explore to get cool guns, gun customisation, vehicle customisation, character clothing and this new camp system. If you find the setting or the story interesting, it's gonna be a different enough ride to be fun.
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.
Yeah I love the uncharted games but yes the amount of enemies gets ridiculous, I would say it’s the worst in the first uncharted where at one point there are people shooting at you on the left then of course at the same time you are also getting shot on the right as well. I am so glad that in uncharted 3 you can use melee attacks imo it’s really cool in the part on the ship where you can use hand to hand combat against what seems an endless army of bad guys but can also use glass bottles and other items if they are near you
@@therunawaykid6523 The combat does improve as the series goes on and in some sections (like the ship you mentioned) it works fairly well, but I still feel like it isn't good enough to carry the gameplay. My friend and I have recently played through Uncharted 1-4 and our favorite aspects were always the fun characters, exploration, and mystery. Whenever we got to a section with enemies whether it was the boring cover shooter sections or forced stealth section were groaned and pushed on because we knew it wasn't going to be much fun. Stealth sucks because as soon as a single enemy sees you, suddenly every enemy on the map knows exactly where you are and you hardly ever get lucky enough to get back into stealth once that happens.
I don't really know much about Red Faction: Guerrilla, but from the way you explained it, it kinda makes sense they'd stop when you enter your base's area. Like say 1-3 patrol cars, no matter how armed they are, they won't be able to take or destroy an entire base, and assuming it's a rebel base, will always be armed or at least ready for any conflict. It's kinda like how in most games with bases or safehouses, no matter how many enemies you lead inside, they won't really chase you cause it's your area of control, and if the base or safehouse is attacked, it's usually on a cutscene/story mission where the enemy have entire armies attacking it. Or like how the Marines in One Piece won't attack the Four Emperors or their bases cause they know it's armed to the teeth and they won't survive without casualties.
@@ostrowulf Exactly, especially if you are a small rebel group rebelling against the reigning power of the nation which has an entire military arsenal at its disposal, its an immediate wipe out by UAVs or air strikes the moment they know your base of operations... So it still won't make sense for that unless the two powers in conflict have a similar arsenal (and you are working for one of them), then they won't attack the base as it would mean all-out war between them and would be detrimental to both nation's (or power's) resources... Like how NFS games make it so you can't enter the safehouse when in pursuit as you wouldn't want to lead the law enforcement to your small illegal racing garage...
The tower elements in Mad Max game were hot air balloons, and at the "top" you used binoculars to spot the areas to mark them on your map. I liked that
State of Decay was like that too, you climbed the tower and could spot new markers. It was way too short ranged though, and you could find the markers just by wandering around.
Rdr2 to me is the near perfect open world game. Especially the contextual npc ai. And it's awesome how the npcs actually remember you. That always blew my mind. Hoping gta VI doesn't do away with it like iv and V did away with many cool SA details.
That was one thing I loved about RDR2 was how well the NPCs were. I remember finding some dude who had been injured in the woods and I helped him. A few days later, I was riding through one of the towns and there the guy was, sitting there with his buddy. As I approached, he was like "See there, that's the guy I was telling you about!" and then to thank me, he told me I could go into the store behind him (the gunsmith) and get whatever I wanted and he would cover it. I was basically able to go in and grab a brand new rifle, fully mod/customize it, and max out the ammo for it for free simply because I sucked the venom out of some random guy's snake bite in the woods.
You mean the fully scripted random repeatable encounters they spawn next to you and play out the same for everyone? After about the 3rd snake bite guy it's not immersive its annoying.
@@JohnUnsub Found the person with the snake bite twice and met him again once in the city where he remembered I saved him twice. I was giving an example. There are dozens of such npc encounters throughout the game. I've yet to see any other game where NPC ai is handled so well. Dismissing it just because it can play out the same for others who played the game is dumb.
@@Jonas-ej7id I'm not dismissive about it, I loved the game and all the encounters but they repeat which cheapens the entire experience. I'm just pointing out that while great it really isn't any more impressive than any other side activity in games with halfway decent npcs. Waxing poetic about how impressive the npcs is kind of silly, npcs outside of encounters don't "remember you" they're basically gta npcs with more to do visually than walk down a sidewalk. The phrase a mile wide but an inch deep comes to mind. You can praise the script for the encounters but the npc logic has nothing to do with that.
Number 3 I’ve thought about a lot. Mostly in military games. When you’re playing as a soldier who is no higher rank than anyone else around you and you are tasked with doing every single objective the entire military needs done. And even often times get to give tons of orders to people the same rank as you or even higher rank than you.
In assassin's creed black flag, there's a reason for that whole "here, take my ship because you needa to something for me" thing, it's because Edward Kenway isn't actually an assassin, hes a pirate, but he killed an assassin
Something from my game design element wishlist: The option to flip a switch in Settings to turn off respawning. This feature will have a starting population quantity. Not sure how I would want the birthing function to work with this yet though (unless it's a post-apocalyptic game where humans aren't able to procreate, then it wouldn't matter and the population will head down a decreasing population path). Anyone else out there have a similar wish?
Yeah I do, but think of how you can tackle the problem of population density per area, a city will of course have a much higher population density than a village.
Grappling the ground is one thing, but at the same time you can question how the hook will do its job 100% of the time. You need to be pretty damn confident if you repeatedly jump off high areas expecting your grappling hook to latch on to something.
For me it’s when you have to sneak past tons of enemies and monsters and then you meet somebody trapped there. You have a chat and then the NPC says something like “alright, I’ll head back now” and somehow makes it past all of the enemies and travels 10 miles back to their home
Here are my pet peeves with open world or any game: you see a SWING SET or a BICYCLE and 90% of the games do NOT let you swing on the swings despite it's made for it. Sometimes you can sit on them if not that, then a automatic cutscene will play where it will show your character swinging and will only go on for so long before stopping. Let me manually swing as long as I want by pressing a certain button repetitively. For the bicycle, games let you have the option of traversing the world by riding horses, mounts or even cars if you don't want to hoof it. However, when a nice bicycle is presented OH NO, the bike is only for show but not for riding. It would be too much for you to manually ride a bicycle. Let me ride a bike!
@@jakewilliams713 Hey, I'm not wrong in finding it criminal that we can't manually play on swing sets we see lol. Whenever I see a swing set in a game, I immediately head right on over to it. I mostly play GTA for the police car chases, no wait scratch that. I only play GTA for the police car chases. Though I have never done that on a bike before... hmm...
If there was a list of the most overused game mechanics we could do less of, then 3rd person games with the player squeezing through tight corridors would be my top spot. It’s in so many games now. Uncharted is my first memory of this, but they did it well with the claustrophobic aspect.
I mean that's the hardware limitations that they try and work around with, to render next stage without using the dreaded load screens... Hopefully, with PS5/XSX/30 series generation we will see less of that...
Talking about the Outpost rules, the only game on top of my mind without the "you capture them alone" and "The enemy never take them back" would be Shadow of War where i remember having to save the different base from invasion a bunch of times.
Although the tower-mechanic is not my favorite, Assassins Creed kinda does it best (or least unrealistic)…i know people desperately try to forget the whole modern day stuff in the game, but you always play the computer simulation of someone on a bed…the tower mechanic is probably the most believable part of it all
I feel like Synchronizing viewpoints just to unlock map sections is nowhere near realistic. Like in pretty much every single game before Origins I think had that. It doesn't make any realistic sense to sit on one building ledge and then instantly know about everything in every little corner nearby. (And honestly, with the future of Augmented Reality tech looking pretty good I feel like a somewhat Animus wouldn't be totally impossible)
Well, assassin's Creed games doesnt really have the pressure of being realistic as you're playing a memory simulation of your ancestors. Those plot holes can just be simply covered up with "maybe the programmers of the simulation made it that way" kind of thing
@@soloh8r it makes sense in the sense that the animus is just showing the actual player character ie the weirdo in the VR bed all the shit the person they are playing as found in that section of the world so they can also find it.
Honestly rdr2 is one of very few games I would call almost 👌 perfect ...definitely in terms of NPCs it is much better then pretty much every other open world game. But all these are so true! Lol great vid boys👍
I hate that when people pick a fight with you, and you fight back, they pull a gun and start shooting. If you shoot back or even just punch them, the police are after you.
Its all facade... there's so much that happens in rdr2 that is just plain stupid...the police that are just hyper aggressive... or the pedestrians that panic just walking in the same direction... and some of the combat ai is crazy. Having said that, they have to cope with a lot... but they are a long way from perfect.
Someone already explained Assassin's Creed's, but in inFAMOUS 1 & 2, the "tower climbing" is explained as well. When you activate a substation in an area of the map, returning electricity to the grid in that area does two things: It both heightens Cole's senses by allowing him to draw latent electrical charges from the area AND allows him to feel the electrical pulses of collectibles in the area. The later makes even more sense since you're looking for dead drops (on electrical devices) and blast shards, electrified pieces of the Ray Sphere.
I’ve got one that always confuses me… you’re in a friendly camp, or a persons living area during a story mission, and you find loot caches, like “oh hey nice to meet ya, let me steal your shit real quick”
In terms of the towers for AC games, I always chalked it up to: You're in the Animus, so by going to the top of a tower, that signifies the software to update you on everything nearby. Like, the HUD is also part of the Animus software as well.
I love this trick in World of Warcraft where you fall down and right before you hit the ground you use a move which causes your character to change location, thus resetting the fall timer. It kind of makes sense with Blink, I guess. It is magic after all. But you can also do it with the Warrior's Charge or Leap abilities, which makes no sense at all. It is insanely fun though, especially because you have to time it perfectly.
@@TheCrazyCapMaster The only thing Blizzard patched in regards to this was Pandaren Rogues, because due to stacking certain passives, they NEVER died from fall damage.
@@project_Akira Nah bro i just have zero idea about what you are trying to say. genuinely i dont understand you. what do you think is wrong about my personal opinion thats only talking about how i feel? i really dont understand what your point is
The barriers part I totally get, I remember playing test drive unlimited where you can pretty much drive anywhere you want to - in one of the races where the ai is really good on one of the turns there is a pole if you hit it that’s it you lose the race as it’s like hitting solid concrete and you have no chance of catching up
Well, I get your point with the high altertude one. Although in Assassins Creed series you’re in a simulation and using high points is to synchronize the simulation. So it makes sense in a way but I get your point
I do have a slight counter to number 2, in Far Cry 4 if you don't take over the fortress in each region, you may sometimes loose your outpost to the enemy, definitely a slight way to counter the unrealism
You guys should do an opposite video talking about the mechanics in certain games that fix these problems. Tallking about number 2, the best mechanics I've seen for realistic outposts was from The Division 2. No matter how many times you cleared and took over an outpost, you could log off for the night and come back with all of them being taken over again. The factions would constantly try to take control of that point and it got annoying but it is the most realistic of the point you're making for number 2.
The Division 2 is a giant microtransaction baiter though. Its set up to frustrate you so you get sick of doing those redundant tasks and are more willing to buy an advantage for real money so it goes faster. Any online game-as-a-service does that. GTA online is the worst. The grind is such a grind, and it encourages other players to disrupt it, and then pays very little for both the job and the griefing that prevents it. Coupled with outrageous prices, like motorcycles that cost more than a Nuclear Submarine and $3000 for a box of ammo and horrible PVP unbalance giving griefers a far greater advantage over grinders... its set up to make you broke as a joke, jealously desiring all the shiny things and OP weapons that only glitchers and 10 year players can afford. Its toxic envy-driven consumerism at its worst. But it can be a good time. Lol
For the outposts thing, this is actually something about Assassin's Creed Revelations. Templars can actually take back territory if you attract too much attention. It's even complete with a tower defense segment. Well, that is unless you lock down all the territories so they can't be taken back.
For #5 on uncovering the world map... I'm not sure why they don't make it so it uncovers what's in line-of-sight. They could totally show what is seen, so you have to look around you and uncover the area based on sight and hearing, and make it so if you climbed atop a building or a tree or a hilltop, only things visible from your angle there get added to the map, and if you want to show more distant things and places, you have to use binoculars or a spyglass... that would make sense and should totally be doable... So I'm not sure why they haven't gone that way for realism. *shrug*
It couldn't be "line of sight" though, it would have to be some arbitrary distance they pre-determined. The reason is simply difference in output. By that I mean; rendering distance on consoles vs on pcs, and on pcs for low vs ultra. Those are all (generally) going to be very different experiences and have wildly different "line-of-sight" distances.
@@Astraeus.. if you keep draw distance the same but use low-LOD objects and occlusion, you certainly could use line-of-sight, like a simple raytrace. If a place or object falls in the sight line of the protagonist, you mark it as discovered, and if it's at close range, you reveal full detail around it.
For AC games my brother had a cool theory back when we were kids. Due to most vantage points having eagles and the mc having eagle vision you are sharing a mind with an eagle that lives in that area and so you see what they have seen. Always felt the mission where you possessed an eagle at the start of AC3 is somewhat the theory.
It's canon in odyssey though, Kassandra links up with her pet eagle and her father, real one, later explains her lineage and why she is able to have peak human abilities due to lineage
I think RDR2’s wanted system is a really good. Like you’re only really wanted if you get actually reported. As well as dealing with the possible consequences of your actions.
The problem is that the game often spawns some NPC near you even if you are killing someone in the woods and just a moment before when you looked around, no one was around the area in a 5km radius.. that is fucking annoying .. that and that even if you do a slight mistake, the whole town is going after you.. like, that is some real annoying BS
I feel like in assassin's creed it makes a little bit more sense that tearing down wanted posters works cause there's no photography or radio in a historical setting, so the only way for them to identify you would be based off a description
What's less realistic is the posters actually working to identify you, there's a lot of cases where people right alongside their wanted poster were legit let go from failure to identify. In fact it still happens today alas, but I have a little sympathy for the people that failed to recognise the person from their poster seeing how often people don't recognise Tony Hawk, and just how many of us spent how many hours seeing his face thanks to the games?
I will say about far cry 4 the outposts can be attacked in semi-random events, but can never be lost but it’s fun to fight back an assault with some rebel friends.
My favourite feature of GTA:IV, other than the awesome car physics, was how hitting a street light would knock it over, but a tiny little tree on the side of the road we immovable to man.
I'm fond of the idea that in GTA, all the NPCs have the same hospital care that the main character does. So technically, the only GTA characters that ever die are the ones that die as a direct result of story events. Which is why the cops don't seem to care too much. You're not murdering anyone, you're committing assault at worst.
I have always wondered why the NPC enemies never seem to become fewer and never seem to retreat and fortify their territory as the game proceeds. At the beginning of the game, I can understand that the forces are spread out and the various enemy strongholds would be sparsely manned. But as I clear out these areas, shouldn't they pull back their forces to reinforce the bases/strongholds they still retain? Also why do the patrols continue through areas they lost? You would assume that sending a convoy through enemy territory would lead to major loses, especially in areas furthest away from the areas the control. And what kind of idiot soldiers are still signing up to join the losing army even as they continue to lose control of the country?
BOTW actually only gives you the map itself, which you arguably download from like the pedestal or whatever, but, you're right, it's flimsy reasoning. But, what I like about BOTW is that it doesn't give you any objective markers. You have to find points of interest and shrines yourself and having a high vantage point is just naturally really helpful because it lets you see farther.
I prefer how fallout/elderscrolls does it, they make a bunch of locations distinctly jut out on the horizon, so you have plenty of things to wander to, with plenty of things on the compass to follow after on your way when you get close enough to them. Where the game just adds things to your map as you discover them. It makes exploration flow a lot better then climbing a million towers. If they want to include a climb up to see things mechanic, they can simply make it to where if you ping a location that would have been marked on your map, it reveals it, rather then using up one of your personal location markers. Shame BOTW took more from farcry then from elderscrolls. Just like a farcry game, BOTW feels so empty.
Going to the highest point in a open world game to have the highest vantage point of your surroundings to see all the stuff around you actually makes alot of practical sense to me 🤔 in fact that’s actually a lot of real world logic at play there.
I love the way Dying Light 2 did the map unlocking. You unfog your map by just going there, and you unlock locations on your map by either stumbling upon them firsthand while exploring, or spotting them through your binoculars. It's cool because it gives you the same motivation as the tower climbs, but more freedom. I don't have to climb a series of specific towers to unlock the stuff around them, I can just see something tall, and have the drive myself to see if I can spot anything from the top. Or everytime a mission or side activity ends up taking you somewhere high up, and can whip your binoculars out and usually spot something new from that viewpoint.
I loved how BOTW did that, as well. Sure you unlocked the section of the readable map by climbing the twoers... but not the exact locations of all the secrets. THAT you had to use the camera on the Sheikah Slate and the excellent map to find the hidden shrines and other locations as the towers themselves don't give off POIs. Meaning you had to puzzle out shrine locations with just clues and hints, not question marks.
@@tcrpgfan Oh you're preaching to the choir, BotW is one of my favorite games. Literally just started my master mode playthrough earlier today haha. And yeah agreed. Even though every tower is the same exact tower, each one felt like a unique challenge. This one is surrounded by guardians, this one is surrounded in quick sand mud, this one is covered in thorns, etc. And on my main save that's like 500 hours, I'm STILL finding things to this day. Even in places I've been dozens of times, I look at it from another angle and there's something new right there lol
TES games (Morrowind, Oblivion...) have good punishment system. you get bounty, they are aggressive towards you and if they catch you you go to prison and lose some skill points because of you being idle in jail while gaining points in some others (like lock picking). also jail time depends on the crimes you committed and all the stolen items you carry are confiscated.
Before grappling to the ground, there was Link jumping of a mountain and doing a single sword swing shortly before he hit the bottom to avoid all damage. Was hilarious doing this in Zelda 64.
@@philithegamer8265 I'm an ancient fuck at this point that played the game when it first came out (I'm older than Mario, sadly enough). EVERYONE called it Zelda 64 because that was the only one on it for a long time and no one wanted to say its long ass name. Lol.
With grappling hooks, some dude did make one with some metal and a drill to lift him up. Another did something similar. Both were actually pretty small and very efficient
I have a comment for #1 by the way. The Assassin's Creed 2 is probably one of the best games to make a very convincing city that is still fun to navigate and recognisable. I haven't had a chance to discuss this with Italians, but I was in a call with a guy from Istanbul, and saw that he has Revelations on his PC. Revelations take place in Istanbul, in the old city center, around Grand Bazaar basically, and of course I asked him about it. And he says that they made an extremely faithful recreation by just shrinking the entire map to scale. Like, you have all the palaces and the sights closer to each other, but most of the streets even retain their shapes, there's just boring chunks that are just "houses" taken out of it. And thanks to the slower pace of Assassin's Creed, they can have outposts for the enemies inside the cities and it makes a lot of sense, except that they don't try retaking them, of course. Would be cool if there were like skirmishes, and basically fronts, where you see both sides clashing. IIRC that actually happens in AC, too.
Far Cry 4 had a system where sometimes when you fast traveled to an outpost you would get an alert that the army is trying to retake it, so now you have to defend against an attack. But these attacks are fairly easy to beat and even if you just run away you don't lose the outpost, you just miss out on the opportunity for more XP and loot.
I'm pretty sure the devs realized that if the outposts could be taken back, the player would feel "cheated" when they put effort in clearing the outpost and then it just get's taken back, negating the work. Sure some could taken back but how many and when, to not impact the flow of the game but put that little bit of realism in? And then question rises, if the enemy could take few back, why doesn't they take all of them. And then back to the main question of how long the game is going to be if the outposts gets taken back constantly? Fitting for a strategy game but not and action/stealth shooter... Sidenote: New Dawn has a mechanic where the player can "loot and leave" the outpost for the enemy. But it's pretty clearly just meant to give an ability grind ethanol and give more things to do for the player, not an actual mechanic to battle for the outposts.
@@alaric_ They did already resolve the question of how long to let them retake outposts, once you take out the leader for that area you’ll no longer have the mini battles. And I really liked the New Dawn system, especially since the difficulty gets harder each time you reset the outpost, sometimes in ways that completely changed how you could approach it.
Could you imagine if a game was released where you played a side character? You just casually mooch along as a standard joe who occasionally assists the hero in their task/quest.
I love how in just cause 3 they make fun of the grappling hook by saying in a loading screen "Isaac newton once said, if your falling to the ground, grapple to the ground to fall faster and save yourself" or something along that.
The lookout spot bits are meant to partially be representative of you discovering the region and the bits you cant actually find from there in the region being “off screen” exploration. allowing them to fit more in to one mechanic.
"Tower Climbing" mechanics works best in Legend of the Zelda: BoTW, because it doesn't reveal any detailed information, it just reveals the topology of the area. Then the player can use it as an actual map by pinning/marking places in the map.
When talking about the law, I love how in skyrim when you get caught you can break out of jail. That's a cool interesting concept that ACTUALLY makes sense.
But not really though. There's a random grate in the floor with a normal lock on it and there's just a lock pick lying around in the cell. Or does the player go aorund with one up their butt just in case they ever find themselves in jail and are counting on the jail having the exact same lock as every other building in Skyrim?
At least with Breath of the Wild: climbing a tower has a Shiekah structure that transfers data to your slate. And it's really only terrain data, not data about anything on the map. It's more diagetic. And the safety from falling slows you down instead of a grappling hook. It's like BotW took these tropes and tried to turn them on their head to make a bit more sense. The fact that it also doesn't try to have a modern real world setting helps, too. The fantasy aspect helps disconnect it from the laws of real life. Makes suspension of disbelief much easier.
The outpost map unlocker mechanic also makes sense in halo infinite I'd say, you're just downloading information about enemy operations and high value targets from the outposts terminal. As for the fall damage I guess the game just kind of got rid of it, wich makes sense as you are a literal super soldier wearing Armour that can canonically allow you to survive falls from space.
Great points but remember that "being realistic" isn't the end goal of every open world game and surely doesn't make it the most fun. Stuff like grappling to the floor really takes you out of any immersion, but I don't mind things like collectables on a map if they're fun to collect. If I want to drive through a bland city with lots of traffic, I can just do that in real life.
I feel like devs should make it so that, every now and then, you get a message saying that the enemy is trying to retake an outpost, but make it completely optional to help defend.
That can work for a game like Detroit become human but rdr2 has story heavy immersive and detailed narrative so giving 'realistic alternate choices' would work against the design and direction of the game. It is after all marketed as a shooting game rather than make your own destiny type game. Even games that do market themselves as that like Detroit become human only offer limited choices that pretty much all lead to a fewer alternate endings.
@@LiterallyAM rdr2 has multiple endings based off your choices and honor so dont hit me with that. Plus my criticism still stands that the missions could've been more than just shooting galleries
@@NeonKing205 like the hunting missions? The escorting missions? The stealth missions? The robbery missions? The debt collecting missions? The chasing missions? The bar fight mission? The fishing missions? Lol bruh you even played?
@@LiterallyAM I've played it twice once in 3rd person a second in 1st and I had a damn good time playing it. I absolutely love rdr2 it has joined the club of the very few games that legit had me break down in tears, that being said it's hard to believe that my good natured high honored cowboy Arthur Morgan would go around shooting up a towns worth of people to save someone he hates.
@@NeonKing205 yeah but he don't need to shoot a town's worth of people. If you shoot just a couple of guys in self defense then he, who is hated equally by all irl but not by our boy Arthur just yet in story, would take care of it all.
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.
Damn
exactly
I find your logic baffling, IRL if you hit a streetlight going 80mph you are toast and anyone else in the car as well
Streetlights, not so much... street signs and some types of highway guard rails, yes
Depending on where your from, streetlights in the UK are like trees, if you hit that at 90mph you will be reduced to a smashed paste because they don’t move.
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
To go into more detail: the *entire point* of Assassin's Creed is exploring various ancestors' memories which are encoded in the descendant's DNA. But you don't "just remember" stuff; you have to use the Animus to explore any of it at all, and you have to link more-or-less significant memories together in order to piece together the whole story, often in chronological order. The "vantage points" are places that the ancestor really did go to scout out the areas they visited, precisely because they have a good view. They therefore serve as a logical trigger for the memories of the detailed layout of the immediate area, and from those, also memories of significant encounters that occurred there.
In short, Assassin's Creed is the one series where this mechanic *makes the most sense.* If other games copied it badly, that's on them.
I already knew this and was about to say it too. More people should see this thread!
@@Kromaatikse This is what I was gonna comment. Seems like gameranx isn't too caught up on his AC lore which is kinda fair since most people only started playing since the new AC games came out. The only people I know that know info like this that I hoped would be common are people that played the older titles too. The newer games don't do a great job at covering topics like this.
Eagle
I think the first game actually does a poor job communicating how the animus works and how it effects memories but yes, they explain that the health bar is actually a synchronization bar, so every action you do, from assassinating someone to climbing a random wall has ALREADY happened and you (Desmond) are trying to recreate what happened as closely as you possibly can. A cool fact with this is during the events of the first game, it is canon that Altair was never touched, as taking damage lowers the synchronization bar, not an actual health bar. They kinda drop this concept after the first game, but yes, that is canonly how the animus works.
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..
Right or atleast have the enemy drop a bunch of ammo
Escape from tarkov comes the closest. AI has unlimited ammo, but finite amount of grenades and they will have a decent amount of ammo in them when you loot them
What’s even funnier than Infiniti ammo Ai’s is when they run out of ammo an think it’s an okay idea to come punch your lights out while your still firing ur gun
That would just let you hide until the AI runs out of ammo tho
@@TheNeXTGUI What if they used knives or their guns to beat you up. However i would never let the enemy to run out of ammo becouse i would need ammo too.
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
And it’s really fun to climb them!
@@JustJoe10 Yep the Tallnecks are one of the more interesting ideas for a synch point, mobile, variable layout which is kind of believable for what is a fairly old machine that's probably suffered damage in its lifetime, you need to both figure out how to get on and climb to the access point.
Yeah any time you're dealing with data systems, that's a perfect opportunity to make this make sense.
Also in AC games, you're not actually IN the time period, but rather in an animus.
It kinda sucks that this part of the game took such a massive back seat though, so a lot of people don't really realize it.
The Tallnecks are great! Love climbing them, and I agree they look awesome. I love Horizon Zero Dawn, the world they built is phenomenal. I can't wait for Forbidden West to be available on PC.
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!”
Or how you do a few missions to more or less single-handedly rebuild the Thieves Guild by yourself and you pretty much become their leader and they still basically treat you the same as when you first walked in the door.
@@bloodwolfgaming9269 I know right?! I deserve some goddamn respect around there! 🤣
@@bloodwolfgaming9269 I don't really understand why every guild in oblivion and skyrim does that, they turn you into the leader of these groups and then programmed nothing for it. They could have easily just had you end the quest line as a high end member, and left things at that with nobody really questioning it, just moving on. But there are so many implications to being the leader of a organization that they outright ignore.
Literally, even if you have novice level magic and never touch magic again you can be the leader of the college.
Not gonna lie, thought of Skyrim for the wanted level issue 😂
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.
That's why Breath of the Wild just went 'Y'know what? The bad guy is right there (points finger at Hyrule Castle), just make sure you get kitted up for the fight. Oh and we got four giant animal themed mechs that need to be recaptured so you can fire their lasers at the bad guy if you want to make things easier.
And they just happen to be on the verge of killing the kid when you finish your tea and crumpets and waltz in to assist the wee lad. 🤣
Ironically, an earlier Elder Scrolls title (III: Morrowind) had some ingame mechanics re. quests & whether NPCs would entrust U to complete those quests:
- Each NPC had a "Disposition" rating to measure how much they liked or trusted your character. Most quest givers would only offer a quest to U if their Disposition was @ or above a certain level, which U could influence by choosing to Admire (flatter) or Bribe the NPC in question (among some other actions).
- Faction questlines had Faction Rank requirements, which were dependent on whether U had certain Skill & Attribute levels; later & more difficult Faction quests had higher Rank requirements that U had to satisfy 1st. (Climbing Ranks also had the benefit of raising everyone's Disposition within the same Faction.)
As to "no one says a thing about it" ... that is owed to the limits of time & energy available for a dev team to code & test the necessary game logic required for a more fully fleshed-out story narrative & NPC dialog tree, a job which gets increasingly "hairy" as the number of NPCs & branching storylines increase. Even if that was the original vision for Skyrim, its development time & difficulty of playtesting would've been vastly raised to insane levels -- case in point: the original goal of TES3 was to make the entirety of Morrowind playable, but the sheer amount of effort that goal would've required made it necessary for the dev team to scale it back to just the central volcanic island of Vvardenfell; only yrs after the game's release was there an ongoing effort to make the whole province of Morrowind playable, "Tamriel Rebuilt", a massive mod project to build up the landmass of Morrowind, "populate" it w/ scenery objects / wildlife / buildings / NPCs & write up quests & the necessary dialog trees, a monumental modding community effort that so far has only begun to approach the 50% completion mark.
This is totally me in Pokemon Mystery Dungeon Red
it would be crappy to have all games time gated though, like in the witcher 3 i like to go around collecting cards and doing side quests but ciri waits for me, if i had only 4 in game hours to find ciri i wouldn't like the game
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
No, its a feature... They tell you to use it
@@A1readyDead sure they are aware of it and embrace it I’m just saying they didn’t put that in on purpose it was more a side product
@@queenofcookie3299 Have you even played the games??? They literally tell you to use it on the ground...
@@A1readyDead yes I know I am saying that they didn’t program it to do that specifically but that they just realized it was usable that way and went with it as feature
@@queenofcookie3299 How do you know? You just assuming that lol. I know for a fact they did it on purpose for Halo and Just Cause.
I don't know why, but this makes me want to play an open world game now.
I do know why
As he points out on every one of these, they make no sense in reality but they’re fun in a game. None of them make these bad games, so of course it makes you want to play. Me too, actually.
@@loomingmadness3519 They are scraping the bottom of the content barrel here....
Well, i had that feeling too, so i ended up buying Horizon zero dawn on steam
It makes me want to make one a small open world but make one either way!
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 get a bit of that in Generation Zero as well, there's control points around several of the regions, as you build up threat in the area FNIX can take over the points and will build up bases there. They're destroyable, and you can even build your own bases which can be counter attacked though given the cost in resources to build bases I'm glad you get to choose when to deal with the counter attacks as a "mission" because it'd be impossible to maintain full defences on even one base with the current design.
@@cericat that game sux
@@spacedoutl4634 garbage day is meant to be for waste disposal not bad opinions, but there you were.
@@cericat cope
@@spacedoutl4634 L
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.
I thought the same but modern AC games have no excuse. Your bird scout the area and suddenly you know where there is a cave, a treasure chest and all 15 enemy locations in a fort. How does that work?
@@SarcasticDuck and you can jump from 100 meters and survive just cause you landed in a haystack. Don’t take AC to be realistic at all. The entire lore is completely fictional, and not the realistic type.
In Assassins Creed 2 it also seemed kind of dumb in Florance, Ezio grew up there so he should know the city
I’ve always thought that logically you’re getting to a high point on the map so the animus can synchronize the area to know the layout, hence where the “synchronization point” comes from. Just me?
I
thought they use Animus.
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
This comment is extremely underrated. Thank you for realizing that. I'm glad I'm not the only one
I'm Ac Valhalla it kinda makes sense without the animus since Eivor has Odin sight.
Exactly. It's one of the best mechanics explained with perfect ingame logic. certainly doesn't belong in this list
@@samuxan yeah they're trying to make Assassins Creed look bad, but it backfired
Hey guys look a nerd jk i love ac
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
17:01 Well, in Far Cry 4, they did implement "Outpost Retaliation Parties" that would randomly attack a captured outpost if you were near.
And usually when you've just slid down a steep slope or climbed a complicated path, just to have to sprint back to the outpost and hope you don't arrive where the enemies teleport onto the map.
Lol you beat me to it
GTA San Andreas as well. When you take over gang territory in Los Santos other gangs can try to take back the territory. It was more tedious though cause sometimes I'd be in another city then I get a warning that my territory is under attack.
It happens in far cry 6 too but only after you finish the game
@johanan J.J Or they dumbed it down and made game more easy. Also massively reduced the outpost number.
I still remember maffia 2 when you had to move around some crates in a warehouse before you actually got thrown into the action. It took maybe like 5 minutes irl but it felt like an entire day of work and vito just didn't want to deal with it anymore. Small detail but it made it much more realistic
I hated that part. Stopped playing because of it.
@@sheogorathprinceofmadness2223 you don't have to load all the crates. If you just walk out the door, the mission will still continue with a slightly different line of dialogue.
@@sheogorathprinceofmadness2223 you’re embarrassing lol
@@sheogorathprinceofmadness2223 bruh. it only takes a few min to do
I didn't just quit then, you doo-doo heads. After going through the atrocious dialogue and beyond boring repetitive motions just a few minutes after that, my boredom-induced rage was complete. This game is just not fun for someone like me, who cares nothing about "story-driven" drama. I love mobster-type games, but I'm more into the Godfathers than the Mafias. The Godfather games are the closest to an ideal mobster game, save that old one from the 90's for PC, can't remember the name. Lately, to get my fix, I've been playing "Pixel Gangsters" for the phone. There's just not very many good mobster games. CoG (City of Gangsters) for PC is pretty cool, though severely lacking in the action department. Don't even get me started on the travesty that was "Omertas". I really wanted to like that game. :'(
Capturing the essence of being a Prohibition-Era, trench-wearing tommy-toter is difficult. Maybe a good, fleshed out mobster game will come with today's advancements in technologies, though it seems the popularity of the genre in our collective consciousness is waning.
It's all about Vikings right now...
Mafia is, to me, just like any other story-driven drama game, with a mobster skin slapped on it. It feels lazy and in many places, too realistic. I like things to be as close to reality as possible, but sometimes those things don't transition well into games. Mafia was just too boring with it's lack of customization and choices. It felt like I was being pushed to do one thing after the other, with the goal being to get to the end.
I want a mobster game that will allow me to create and manage my own bank-robbing, brick-brew selling empire. With a nice dose of role-playing a character of my choice, and seeing him rise to Don-dom.
Anyway
*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 🤔😅
no shit
Sarcastic reason number 3: you’re constantly killing people in the GTA universe so the population is kept low.
Well we can take a very good example of Cyberpunk for why cities aren't very dense in games.
@@NobuNobuSimp how so? I never played the game so I’m interested in what you have to say
@@djvelocity Well it couldn't properly render most NPC's and half of them ended up either blobbed out or in broken positions. The updated version of Cyberpunk is practically empty now because of this. Only way to optimise it.
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...
To be fair, they were put in a tricky spot with that game. Because that grappling booster specifically was such a nice quality of life change, that it would have been such a killer if it wasn't in the game, and I feel like people got too used to it
Then don't play Halo: Reach. They had weapons the were experimental since it's it tells the story of before MC. The planet along with everything on it gets destroyed, but somehow the Spartan Laser is in later entries.
@@blaquenoise tbf they only reappeared on halo3, and in that game the unsc is literally resorting on using a ww2 era bunker as their main base of operations on earth, I'd not be surprised they also cracked open an old stash of experimental weapons as a last resort XD
A way to explain it is that Batman started having less armor on his suit making it more dangerous to use something that pulls him at such a force. So the grappling gun in city is an experimental version that makes it safe to boost with the suit he has at the time
The reason I never got into origins ☝️
That Matrix demo was sure an eye opener for traffic in games LOL
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.
For number two surprisingly Assassin's creed revelations tackles that issue with assassin dens what it is, if you don't take over the area fully after claiming your den it'll eventually be laid to siege by Templars there's even an achievement for successfully repelling three of these attacks it's another aspect as to why revelations is one of my most favorite open worlds
I personally really enjoyed the mechanic for those attacks, but from what I have heard most people didn't.
@@stiffisharc8097 I personally didn't really liked it because I mean come on, Assassin's Creed Tower Defense, I just don't like the fact that Ezio can't just jump in and massacre the Templars himself.
Ezio trilogy is still one of the best ACs in the franchise. Unity was the only one with the true potential to be the greatest AC of all times and they dropped the ball
@@stiffisharc8097 It gets boring really fast
It is handled well in Odyssy With the regions held by Sparta or Athens with them swapping sides back and forth throughout the game even if you never get involved
The destructible and indestructible obstacles problem is usually down to hardware and software limitations, which is why we see less of it now. 3D models need to be filled out with additional polygons and textures in order to be destructible. They need to break into smaller 3D pieces and physics needs to be applied to each of them. Calculating precise physics in real time is an extremely performance-heavy thing to do, even in 2022 with unreal engine 5's early access nanite technology available to us. That doesn't make it any less infuriating when we drive into little immovable props on the side of the road, but it does make sense.
It doesn't make sense. There being a reason for the deficiency doesn't mean that the deficiency makes sense.
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.
Reminds me of what little I’ve seen of Age of Empires, probably the same for most games like it… you travel through an area and you can now see the general layout, but to see what’s actually going on there right now you have to go look or send someone to scout the area.
@@TheCrazyCapMaster
Fog of War
But it should work automaticaly on all high places, not just on some special view towers, for example you see church tower from a hill and church is on your map because you already know where it is, it's ridiculous that it doesn't work like that in many games, in some games you can at least explore with binoculars.
Makes sense in the modern AC games, you have a bird with you that you have a connection with. Everyone with a brain knows how well birds of prey eye are.
BofW did well with their towers just downloading gathered data for you and TotK with its scanning makes it even better
Horizon Zero Dawn's "Tower Mechanic" is pretty friggin' awesome!
When I first played it, I was at the ruined city near the start. I masterfully took down the entire group of Raptors, stood there, basking in my bad-assery!!
Then the "Tower" stepped on me...
I didnt know that could happen 😂
Can't wait for the new horizon game coming on the 18th
They've upped the game in Forbidden West and have made the Tallnecks more challenging to get to :)
Still trying to enjoy the first one. The plot is just so bad.
@@Kholaslittlespot1
Obviously whether games are enjoyable or not is completely subjective, but I must say this is the first time I've ever seen HZD's story referred to as bad.
I certainly hope as you progress through it, you enjoy it more.
Personally I like adventure games more than other genres. Games such as Zelda, Tomb Raider, Uncharted, etc.
I think HZD has one if the best stories of any game.
#1; Yeah, Deep Rock Galactic has this feature as well. If you play as the Scout, his grappling gun can save you (as long as you don't release it early and hold onto the button until you come to a stop).
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.
I feel like Ghost of Tsushima handles the outpost system quite well where you actually lose certain during the war and have to capture them back.
Skyrim was gonna be like that for the Civil War Quest line
Same with AC revelations
I am playing through the Tomb raider now and so far I have killed 4000 people on an island that was supposed to be hidden from the world and all the people who are on the island are trapped there. how did the bad guy find that many guys
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.
Maybe the reason traffic is so light in open world games is because so many of the game’s inhabitants have attempted one of those sweet ramps unsuccessfully.
ha!
I can dig it!
I love the way Division 2 handles outposts, with factions fighting over them, calling in reinforcements. Changes things up
Division 2 has to be one of the most disappointing sequels i've ever played. actually, not even for sequals... just as a stand alone game.
@@phenel They literally locked the max level behind a paywall🤣
@@fawgy3702 It's like a mmo without the latest expantion. There's a good amount of content even without that dlc. And they gave away the base game for almost free that one time. It all comes down to what you want from it. I was quite happy with the content of base game on my 100h playthrough.
@@Reiner_Miller nah fuck that noise. they took teh first game. stripped everything away from it and sold it back to us as DLC. they took the stat and skill system from teh first game and sucked the fucking life out of it. they took the sets from the first game and put them on the racks them gave them back to us when they finally realised people hated the new ones. they left bugs in teh game that have been there since beta ...fuckin looking at you crafting table bug... fuck ubisoft and fuck division 2.
Say what you want about the game itself, I was talking about a single mechanic that directly referenced the video. You can have good ideas in a bad game. I didn't care for it myself, but I liked the outposts always being a battleground between all factions
Far Cry 2 infinite respawn of checkpoint makes sense and is actually a good thing.
You have no faction to hold what you capture so they'd just replace the mercs/militians there for ever. Also the map isn't huge and is basically a human desert with very little towns so it would feel empty otherwise.
Many great systems in this game
Well, in Assassins creed the protagonist aways have the 'eagle vision' benefit, so even if its phically impossible to see with a human eye, it is still consistent with the lore if know the franchise
Its syncing
The AC tower stuff is a throw back to the early games, where you used to use Eagle Vision on viewpoints, which highlighted the area in different colours for different characters etc.
Think he means it makes no sense in the lord of the assassins creed games.
@@imnobody1906 it’s synching with the animus more or less, it does makes sense tbh
@@imnobody1906 it does make sense with the lore tho lol
Also you literally have powers
So in assasins creed knowing where stuff is, is kinda a power you have. The eagle vision isn't just a game mechanic but something the characters have that's gives them heightened awareness, the ability to sense hostility and a perception of points of interest.
About the Outposts, GTA San Andreas has a similar system with their gang territories, but GTA San Andreas did it better by having the enemy gang factions try to take your territories once in a while until you capture all the territories.
That shit was poorly balanced, shit was always annoying
Far cry 4 has a similar mechanic where enemy forces will launch a retaliatory attack on a liberated outpost until the relevant fortress is liberated
Gta SA was way ahead of its time
Godfather games did it the best. It was hard to take some territories and you’d often need to recruit some henchmen to help you out. Then you’d need to stick the place your guards (which cost money/resources) once you secured it, and even then a rival family would keep taking back territories until you wiped them out. Was hard and annoying, but more realistic
@@hawken796 Do u remember that broken mechanic in gta vice city stories where enemy gangs attack our businesses within 2 minutes and we cannot attack all their businesses until a certain mission
That shit was so annoying that free roaming in vice city stories without losing all our buildings was impossible
You know, the *Breath of the Wild* example is one of the better justified examples. You just download the maps from the towers. For more detailed info, like where shrines are located, you need to actually use your Sheikah Slate to spot landmarks like using a pair of binoculars, and marking them via a line-of-sight beacon.
Indeed, the map info was literally downloaded and distilled into your sheikah slate
Definatly. Thanks for mentioning @Vercarlos :-)
Middle earth had the haedir towers
Yeah I was going to say, I certainly have my issues with BOTW, but the towers are not one of them. I think the whole design of having a simple world and being able to manually spot landmarks is excellent, and it's one of my favourite aspects of the game.
Exactly. You are only downloading the topography as well. You don't see the names of places you haven't been to and you get no markers for where things or places are until you've uncovered them yourself. You have to actually look out onto the world from the vantage point to see where something new is, instead of just opening your map and looking for it that way.
There was a point during assassins creed games I got so sick of it. Uncover the area and just see a mass of icons pop up, showing all the grind you have for that area. Like a checklist instead of discovery.
Cyberpunk actually increased the number of vehicles on roads quite significantly and it's sometimes actually quite annoying when you're trying to get off of the freeway and there's a bunch of vehicles blocking the exit. So yeah, it's realistic for a big city but gameplay wise quite annoying sometimes when you just want to get from A to B.
yeah. Traffic is pretty realistic. Using a bike is worth.
Hi falcon, would gameranx ever do a Q&A? Maybe get to know the whole gang?
Now THAT is a good idea
hot take, i loved the towers in fc3. They really nailed the sense of height with how the tower slightly sways n creaks etc
This game had my hands sweating climbing those towers lol
@@napoleonbeck4681 haha same, it helps that I'm not a big fan of heights 😂 But they did a great job capturing that feeling of being up high
I liked them in FC3, too. Five or six games later, I was less thrilled.
@@chefbreccia2642 I stopped enjoying the whole fc experience after 3. 4 I got bored about halfway and 5 I got bored immediately. Primal was meh and I'm not interested in 6 rn. Maybe in a few years
@@boigercat 6 completely changes up the progression and system of taking over, it's not just take out outposts and you're done type deal. Making you explore to get cool guns, gun customisation, vehicle customisation, character clothing and this new camp system.
If you find the setting or the story interesting, it's gonna be a different enough ride to be fun.
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.
Yeah I love the uncharted games but yes the amount of enemies gets ridiculous, I would say it’s the worst in the first uncharted where at one point there are people shooting at you on the left then of course at the same time you are also getting shot on the right as well. I am so glad that in uncharted 3 you can use melee attacks imo it’s really cool in the part on the ship where you can use hand to hand combat against what seems an endless army of bad guys but can also use glass bottles and other items if they are near you
@@therunawaykid6523 The combat does improve as the series goes on and in some sections (like the ship you mentioned) it works fairly well, but I still feel like it isn't good enough to carry the gameplay.
My friend and I have recently played through Uncharted 1-4 and our favorite aspects were always the fun characters, exploration, and mystery. Whenever we got to a section with enemies whether it was the boring cover shooter sections or forced stealth section were groaned and pushed on because we knew it wasn't going to be much fun. Stealth sucks because as soon as a single enemy sees you, suddenly every enemy on the map knows exactly where you are and you hardly ever get lucky enough to get back into stealth once that happens.
@@WaitWwhaaat yeah all very true, but I like how in uncharted 4 you can hide in long grass to be stealthy stilll need to play u4 myself
I don't really know much about Red Faction: Guerrilla, but from the way you explained it, it kinda makes sense they'd stop when you enter your base's area. Like say 1-3 patrol cars, no matter how armed they are, they won't be able to take or destroy an entire base, and assuming it's a rebel base, will always be armed or at least ready for any conflict. It's kinda like how in most games with bases or safehouses, no matter how many enemies you lead inside, they won't really chase you cause it's your area of control, and if the base or safehouse is attacked, it's usually on a cutscene/story mission where the enemy have entire armies attacking it. Or like how the Marines in One Piece won't attack the Four Emperors or their bases cause they know it's armed to the teeth and they won't survive without casualties.
Yeah, while I on average agree that part can be justified by what you have said, you still don't want to lead people to your base of opperations.
@@ostrowulf Exactly, especially if you are a small rebel group rebelling against the reigning power of the nation which has an entire military arsenal at its disposal, its an immediate wipe out by UAVs or air strikes the moment they know your base of operations... So it still won't make sense for that unless the two powers in conflict have a similar arsenal (and you are working for one of them), then they won't attack the base as it would mean all-out war between them and would be detrimental to both nation's (or power's) resources...
Like how NFS games make it so you can't enter the safehouse when in pursuit as you wouldn't want to lead the law enforcement to your small illegal racing garage...
You’re an NFS fan?
The tower elements in Mad Max game were hot air balloons, and at the "top" you used binoculars to spot the areas to mark them on your map. I liked that
That was a clever was of doing it.
State of Decay was like that too, you climbed the tower and could spot new markers. It was way too short ranged though, and you could find the markers just by wandering around.
Glad you included AC: Syndicate for the grappling hook part. Although it's more realistic in that game. You can only use it when you're on the ground.
Rdr2 to me is the near perfect open world game. Especially the contextual npc ai.
And it's awesome how the npcs actually remember you.
That always blew my mind.
Hoping gta VI doesn't do away with it like iv and V did away with many cool SA details.
That was one thing I loved about RDR2 was how well the NPCs were. I remember finding some dude who had been injured in the woods and I helped him. A few days later, I was riding through one of the towns and there the guy was, sitting there with his buddy. As I approached, he was like "See there, that's the guy I was telling you about!" and then to thank me, he told me I could go into the store behind him (the gunsmith) and get whatever I wanted and he would cover it. I was basically able to go in and grab a brand new rifle, fully mod/customize it, and max out the ammo for it for free simply because I sucked the venom out of some random guy's snake bite in the woods.
@@bloodwolfgaming9269 That happens multiple times. Many of the npc encounters are the same
You mean the fully scripted random repeatable encounters they spawn next to you and play out the same for everyone? After about the 3rd snake bite guy it's not immersive its annoying.
@@JohnUnsub
Found the person with the snake bite twice and met him again once in the city where he remembered I saved him twice.
I was giving an example.
There are dozens of such npc encounters throughout the game.
I've yet to see any other game where NPC ai is handled so well.
Dismissing it just because it can play out the same for others who played the game is dumb.
@@Jonas-ej7id I'm not dismissive about it, I loved the game and all the encounters but they repeat which cheapens the entire experience. I'm just pointing out that while great it really isn't any more impressive than any other side activity in games with halfway decent npcs. Waxing poetic about how impressive the npcs is kind of silly, npcs outside of encounters don't "remember you" they're basically gta npcs with more to do visually than walk down a sidewalk. The phrase a mile wide but an inch deep comes to mind. You can praise the script for the encounters but the npc logic has nothing to do with that.
Number 3 I’ve thought about a lot. Mostly in military games. When you’re playing as a soldier who is no higher rank than anyone else around you and you are tasked with doing every single objective the entire military needs done. And even often times get to give tons of orders to people the same rank as you or even higher rank than you.
In assassin's creed black flag, there's a reason for that whole "here, take my ship because you needa to something for me" thing, it's because Edward Kenway isn't actually an assassin, hes a pirate, but he killed an assassin
Something from my game design element wishlist: The option to flip a switch in Settings to turn off respawning. This feature will have a starting population quantity. Not sure how I would want the birthing function to work with this yet though (unless it's a post-apocalyptic game where humans aren't able to procreate, then it wouldn't matter and the population will head down a decreasing population path). Anyone else out there have a similar wish?
I believe Project Zomboid has that option for it's zombies.
Yeah I do, but think of how you can tackle the problem of population density per area, a city will of course have a much higher population density than a village.
@@robbieaulia6462 Project Zomboid has a setting for their zombies for this as well lol
@@robbieaulia6462 it's called permadeath a lot of games have it
@@enough_chords They're referring to NPCs not respawning, not the player.
Grappling the ground is one thing, but at the same time you can question how the hook will do its job 100% of the time. You need to be pretty damn confident if you repeatedly jump off high areas expecting your grappling hook to latch on to something.
For me it’s when you have to sneak past tons of enemies and monsters and then you meet somebody trapped there. You have a chat and then the NPC says something like “alright, I’ll head back now” and somehow makes it past all of the enemies and travels 10 miles back to their home
Here are my pet peeves with open world or any game: you see a SWING SET or a BICYCLE and 90% of the games do NOT let you swing on the swings despite it's made for it. Sometimes you can sit on them if not that, then a automatic cutscene will play where it will show your character swinging and will only go on for so long before stopping. Let me manually swing as long as I want by pressing a certain button repetitively.
For the bicycle, games let you have the option of traversing the world by riding horses, mounts or even cars if you don't want to hoof it. However, when a nice bicycle is presented OH NO, the bike is only for show but not for riding. It would be too much for you to manually ride a bicycle. Let me ride a bike!
Wow such emotion over a swing set 😂 and if you want to ride a bike play some GTA
@@jakewilliams713 he's right though. Not being able to interact with the world ruins the immersion.
@@jakewilliams713 Hey, I'm not wrong in finding it criminal that we can't manually play on swing sets we see lol. Whenever I see a swing set in a game, I immediately head right on over to it.
I mostly play GTA for the police car chases, no wait scratch that. I only play GTA for the police car chases. Though I have never done that on a bike before... hmm...
@@jeannepucelle yeah if I’m not mistaken you can ride a bike in GTA 5 give it a try 👍
@@jakewilliams713 I will once the game comes down in price, I believe it's still $60. I mostly play on my friend's GTA.
If there was a list of the most overused game mechanics we could do less of, then 3rd person games with the player squeezing through tight corridors would be my top spot. It’s in so many games now. Uncharted is my first memory of this, but they did it well with the claustrophobic aspect.
It is to load the next stage in a level without a loadingscreen
So it has a use and looks like it tricked you.
@@steveobro5248 that’s true, but with the new console generation it might be unnecessary
They hide loading of the next chunk of the level with it
Even in shadow of the tomb Raider it is so overused
I mean that's the hardware limitations that they try and work around with, to render next stage without using the dreaded load screens... Hopefully, with PS5/XSX/30 series generation we will see less of that...
Talking about the Outpost rules, the only game on top of my mind without the "you capture them alone" and "The enemy never take them back" would be Shadow of War where i remember having to save the different base from invasion a bunch of times.
Although the tower-mechanic is not my favorite, Assassins Creed kinda does it best (or least unrealistic)…i know people desperately try to forget the whole modern day stuff in the game, but you always play the computer simulation of someone on a bed…the tower mechanic is probably the most believable part of it all
I feel like Synchronizing viewpoints just to unlock map sections is nowhere near realistic. Like in pretty much every single game before Origins I think had that. It doesn't make any realistic sense to sit on one building ledge and then instantly know about everything in every little corner nearby. (And honestly, with the future of Augmented Reality tech looking pretty good I feel like a somewhat Animus wouldn't be totally impossible)
Well, assassin's Creed games doesnt really have the pressure of being realistic as you're playing a memory simulation of your ancestors. Those plot holes can just be simply covered up with "maybe the programmers of the simulation made it that way" kind of thing
Feynx rising makes you identify stuff through your bonoculers
@@devilsolution9781 So Mad Max's version of the towers? Cool.
@@soloh8r it makes sense in the sense that the animus is just showing the actual player character ie the weirdo in the VR bed all the shit the person they are playing as found in that section of the world so they can also find it.
Honestly rdr2 is one of very few games I would call almost 👌 perfect ...definitely in terms of NPCs it is much better then pretty much every other open world game. But all these are so true! Lol great vid boys👍
I hate that when people pick a fight with you, and you fight back, they pull a gun and start shooting. If you shoot back or even just punch them, the police are after you.
@@D71219ONE if they shoot first the law won't come after u but u basically have to take a bullet before u do anything
@@D71219ONE you know that's how it's gonna go too irl lol
@johanan J.J your loss bcoz the story is incredible IMO.
Its all facade... there's so much that happens in rdr2 that is just plain stupid...the police that are just hyper aggressive... or the pedestrians that panic just walking in the same direction... and some of the combat ai is crazy. Having said that, they have to cope with a lot... but they are a long way from perfect.
Someone already explained Assassin's Creed's, but in inFAMOUS 1 & 2, the "tower climbing" is explained as well. When you activate a substation in an area of the map, returning electricity to the grid in that area does two things: It both heightens Cole's senses by allowing him to draw latent electrical charges from the area AND allows him to feel the electrical pulses of collectibles in the area. The later makes even more sense since you're looking for dead drops (on electrical devices) and blast shards, electrified pieces of the Ray Sphere.
I’ve got one that always confuses me… you’re in a friendly camp, or a persons living area during a story mission, and you find loot caches, like “oh hey nice to meet ya, let me steal your shit real quick”
In terms of the towers for AC games, I always chalked it up to: You're in the Animus, so by going to the top of a tower, that signifies the software to update you on everything nearby. Like, the HUD is also part of the Animus software as well.
Kite from .Hack?
@@philithegamer8265 Yes
Yep. Exactly. Thats why it says 'Synchronizing'. I thought it kinda was self explanatory in the first game.
I love this trick in World of Warcraft where you fall down and right before you hit the ground you use a move which causes your character to change location, thus resetting the fall timer.
It kind of makes sense with Blink, I guess. It is magic after all.
But you can also do it with the Warrior's Charge or Leap abilities, which makes no sense at all. It is insanely fun though, especially because you have to time it perfectly.
ArcheAge had that for a while; then they patched it out along with nerfing the stealth skill, because no one is allowed to have fun in their game 🤣
@@TheCrazyCapMaster The only thing Blizzard patched in regards to this was Pandaren Rogues, because due to stacking certain passives, they NEVER died from fall damage.
I like the ground grapple to "break" your fall. its dumb but it is also a smart mechanic for gameplay fun
Couldn't be anymore wrong
@@project_Akira how tf am I wrong?
@@boigercat the fact you are responding to me shows you had doubt already in what you posted. You answered your own question there genius.
@@project_Akira Nah bro i just have zero idea about what you are trying to say. genuinely i dont understand you. what do you think is wrong about my personal opinion thats only talking about how i feel? i really dont understand what your point is
@@boigercat As he said your opinion is wrong and you know it
Props for including Burnout Paradise and Red Faction Guerilla, a pair of essential bargain-bin games.
The barriers part I totally get, I remember playing test drive unlimited where you can pretty much drive anywhere you want to - in one of the races where the ai is really good on one of the turns there is a pole if you hit it that’s it you lose the race as it’s like hitting solid concrete and you have no chance of catching up
Well, I get your point with the high altertude one. Although in Assassins Creed series you’re in a simulation and using high points is to synchronize the simulation. So it makes sense in a way but I get your point
Need a top 10 Games with Grappling Hooks now.
I do have a slight counter to number 2, in Far Cry 4 if you don't take over the fortress in each region, you may sometimes loose your outpost to the enemy, definitely a slight way to counter the unrealism
11:07 “Who is paying that money? A mysterious benefactor who loves stunt jumps” lmao
You guys should do an opposite video talking about the mechanics in certain games that fix these problems. Tallking about number 2, the best mechanics I've seen for realistic outposts was from The Division 2. No matter how many times you cleared and took over an outpost, you could log off for the night and come back with all of them being taken over again. The factions would constantly try to take control of that point and it got annoying but it is the most realistic of the point you're making for number 2.
Thanks for the suggestion
The Division 2 is a giant microtransaction baiter though. Its set up to frustrate you so you get sick of doing those redundant tasks and are more willing to buy an advantage for real money so it goes faster. Any online game-as-a-service does that. GTA online is the worst. The grind is such a grind, and it encourages other players to disrupt it, and then pays very little for both the job and the griefing that prevents it. Coupled with outrageous prices, like motorcycles that cost more than a Nuclear Submarine and $3000 for a box of ammo and horrible PVP unbalance giving griefers a far greater advantage over grinders... its set up to make you broke as a joke, jealously desiring all the shiny things and OP weapons that only glitchers and 10 year players can afford. Its toxic envy-driven consumerism at its worst.
But it can be a good time. Lol
Horizon tall necks!
For the outposts thing, this is actually something about Assassin's Creed Revelations. Templars can actually take back territory if you attract too much attention. It's even complete with a tower defense segment. Well, that is unless you lock down all the territories so they can't be taken back.
Falcon, if you hate traffic so much, why not just fly where you need to get to?
Yeah he's a bird. I dunno why he insists on acting like a human.
For #5 on uncovering the world map... I'm not sure why they don't make it so it uncovers what's in line-of-sight. They could totally show what is seen, so you have to look around you and uncover the area based on sight and hearing, and make it so if you climbed atop a building or a tree or a hilltop, only things visible from your angle there get added to the map, and if you want to show more distant things and places, you have to use binoculars or a spyglass... that would make sense and should totally be doable... So I'm not sure why they haven't gone that way for realism. *shrug*
This is how it was in Mad Max
The Long Dark does this
It couldn't be "line of sight" though, it would have to be some arbitrary distance they pre-determined. The reason is simply difference in output. By that I mean; rendering distance on consoles vs on pcs, and on pcs for low vs ultra. Those are all (generally) going to be very different experiences and have wildly different "line-of-sight" distances.
@@Astraeus.. if you keep draw distance the same but use low-LOD objects and occlusion, you certainly could use line-of-sight, like a simple raytrace. If a place or object falls in the sight line of the protagonist, you mark it as discovered, and if it's at close range, you reveal full detail around it.
That honestly sounds dope
For AC games my brother had a cool theory back when we were kids. Due to most vantage points having eagles and the mc having eagle vision you are sharing a mind with an eagle that lives in that area and so you see what they have seen. Always felt the mission where you possessed an eagle at the start of AC3 is somewhat
the theory.
Pretty cool
It's canon in odyssey though, Kassandra links up with her pet eagle and her father, real one, later explains her lineage and why she is able to have peak human abilities due to lineage
The grapple hook trend is one of the only good trends in gaming that has come out in recent years
@@g2jxGhF5G8z1gL7S everything comes back around
I think RDR2’s wanted system is a really good. Like you’re only really wanted if you get actually reported. As well as dealing with the possible consequences of your actions.
So the goal of that games wanted system is...
No witnesses.
@@insanityplea5502 Pretty much yeah.
The problem is that the game often spawns some NPC near you even if you are killing someone in the woods and just a moment before when you looked around, no one was around the area in a 5km radius.. that is fucking annoying .. that and that even if you do a slight mistake, the whole town is going after you.. like, that is some real annoying BS
14:27 “People Just Trust You” I found a quest in Breath of the Wild where a mom sent me to fetch her kids, it made no sense
I feel like in assassin's creed it makes a little bit more sense that tearing down wanted posters works cause there's no photography or radio in a historical setting, so the only way for them to identify you would be based off a description
What's less realistic is the posters actually working to identify you, there's a lot of cases where people right alongside their wanted poster were legit let go from failure to identify. In fact it still happens today alas, but I have a little sympathy for the people that failed to recognise the person from their poster seeing how often people don't recognise Tony Hawk, and just how many of us spent how many hours seeing his face thanks to the games?
I will say about far cry 4 the outposts can be attacked in semi-random events, but can never be lost but it’s fun to fight back an assault with some rebel friends.
My favourite feature of GTA:IV, other than the awesome car physics, was how hitting a street light would knock it over, but a tiny little tree on the side of the road we immovable to man.
Yeah I would love to know why these bushes in games always contain hidden concrete...
I'm fond of the idea that in GTA, all the NPCs have the same hospital care that the main character does. So technically, the only GTA characters that ever die are the ones that die as a direct result of story events. Which is why the cops don't seem to care too much. You're not murdering anyone, you're committing assault at worst.
I have always wondered why the NPC enemies never seem to become fewer and never seem to retreat and fortify their territory as the game proceeds. At the beginning of the game, I can understand that the forces are spread out and the various enemy strongholds would be sparsely manned. But as I clear out these areas, shouldn't they pull back their forces to reinforce the bases/strongholds they still retain?
Also why do the patrols continue through areas they lost? You would assume that sending a convoy through enemy territory would lead to major loses, especially in areas furthest away from the areas the control. And what kind of idiot soldiers are still signing up to join the losing army even as they continue to lose control of the country?
I like watching gameranx because it feels like I'm having a random funny discussion about video games with my friend
12:05 just a small detail, but it's Los Angeles and New York, the cities are swapped in the video
No hate, i just saw it, that's all :D
i was so confused
i was so confused seeing that in the video
BOTW actually only gives you the map itself, which you arguably download from like the pedestal or whatever, but, you're right, it's flimsy reasoning. But, what I like about BOTW is that it doesn't give you any objective markers. You have to find points of interest and shrines yourself and having a high vantage point is just naturally really helpful because it lets you see farther.
I prefer how fallout/elderscrolls does it, they make a bunch of locations distinctly jut out on the horizon, so you have plenty of things to wander to, with plenty of things on the compass to follow after on your way when you get close enough to them. Where the game just adds things to your map as you discover them. It makes exploration flow a lot better then climbing a million towers. If they want to include a climb up to see things mechanic, they can simply make it to where if you ping a location that would have been marked on your map, it reveals it, rather then using up one of your personal location markers.
Shame BOTW took more from farcry then from elderscrolls. Just like a farcry game, BOTW feels so empty.
BRING OUT THE WOMEN
This is what I love about Elden Ring. From what I can tell there's a lot of parallels with BOTW
Going to the highest point in a open world game to have the highest vantage point of your surroundings to see all the stuff around you actually makes alot of practical sense to me 🤔 in fact that’s actually a lot of real world logic at play there.
I think his point was the distance. Like you can’t see THAT far away. But yea it does work to an extent
@@SplashyandDuckiesadventuresyeah u can world fog isn’t a thing bro
Especially in farcry, where they are radio towers
I love the way Dying Light 2 did the map unlocking. You unfog your map by just going there, and you unlock locations on your map by either stumbling upon them firsthand while exploring, or spotting them through your binoculars.
It's cool because it gives you the same motivation as the tower climbs, but more freedom. I don't have to climb a series of specific towers to unlock the stuff around them, I can just see something tall, and have the drive myself to see if I can spot anything from the top. Or everytime a mission or side activity ends up taking you somewhere high up, and can whip your binoculars out and usually spot something new from that viewpoint.
I loved how BOTW did that, as well. Sure you unlocked the section of the readable map by climbing the twoers... but not the exact locations of all the secrets. THAT you had to use the camera on the Sheikah Slate and the excellent map to find the hidden shrines and other locations as the towers themselves don't give off POIs. Meaning you had to puzzle out shrine locations with just clues and hints, not question marks.
@@tcrpgfan
Oh you're preaching to the choir, BotW is one of my favorite games. Literally just started my master mode playthrough earlier today haha.
And yeah agreed. Even though every tower is the same exact tower, each one felt like a unique challenge. This one is surrounded by guardians, this one is surrounded in quick sand mud, this one is covered in thorns, etc.
And on my main save that's like 500 hours, I'm STILL finding things to this day. Even in places I've been dozens of times, I look at it from another angle and there's something new right there lol
@@Dubmentia 500 hours? Try poppin in HW:DE and see just how rookie those numbers are.
TES games (Morrowind, Oblivion...) have good punishment system. you get bounty, they are aggressive towards you and if they catch you you go to prison and lose some skill points because of you being idle in jail while gaining points in some others (like lock picking). also jail time depends on the crimes you committed and all the stolen items you carry are confiscated.
Yep
How silencers work in video games always cracks me up
Before grappling to the ground, there was Link jumping of a mountain and doing a single sword swing shortly before he hit the bottom to avoid all damage. Was hilarious doing this in Zelda 64.
WOW
XD
I like how you call LOZ Ocarina of Time/Majora’s Mask Zelda 64...
@@philithegamer8265 I'm an ancient fuck at this point that played the game when it first came out (I'm older than Mario, sadly enough). EVERYONE called it Zelda 64 because that was the only one on it for a long time and no one wanted to say its long ass name. Lol.
With grappling hooks, some dude did make one with some metal and a drill to lift him up. Another did something similar. Both were actually pretty small and very efficient
Huh, what you talking about? There seems to be information that’s missing in your statement
@@yourfriendlyneighbourhoodl6206 I think that information is that he's talking about irl people and not games.
Source?
I have a comment for #1 by the way. The Assassin's Creed 2 is probably one of the best games to make a very convincing city that is still fun to navigate and recognisable. I haven't had a chance to discuss this with Italians, but I was in a call with a guy from Istanbul, and saw that he has Revelations on his PC. Revelations take place in Istanbul, in the old city center, around Grand Bazaar basically, and of course I asked him about it. And he says that they made an extremely faithful recreation by just shrinking the entire map to scale. Like, you have all the palaces and the sights closer to each other, but most of the streets even retain their shapes, there's just boring chunks that are just "houses" taken out of it. And thanks to the slower pace of Assassin's Creed, they can have outposts for the enemies inside the cities and it makes a lot of sense, except that they don't try retaking them, of course. Would be cool if there were like skirmishes, and basically fronts, where you see both sides clashing. IIRC that actually happens in AC, too.
Far Cry 4 had a system where sometimes when you fast traveled to an outpost you would get an alert that the army is trying to retake it, so now you have to defend against an attack. But these attacks are fairly easy to beat and even if you just run away you don't lose the outpost, you just miss out on the opportunity for more XP and loot.
I'm pretty sure the devs realized that if the outposts could be taken back, the player would feel "cheated" when they put effort in clearing the outpost and then it just get's taken back, negating the work.
Sure some could taken back but how many and when, to not impact the flow of the game but put that little bit of realism in? And then question rises, if the enemy could take few back, why doesn't they take all of them. And then back to the main question of how long the game is going to be if the outposts gets taken back constantly? Fitting for a strategy game but not and action/stealth shooter...
Sidenote: New Dawn has a mechanic where the player can "loot and leave" the outpost for the enemy. But it's pretty clearly just meant to give an ability grind ethanol and give more things to do for the player, not an actual mechanic to battle for the outposts.
@@alaric_ They did already resolve the question of how long to let them retake outposts, once you take out the leader for that area you’ll no longer have the mini battles. And I really liked the New Dawn system, especially since the difficulty gets harder each time you reset the outpost, sometimes in ways that completely changed how you could approach it.
Could you imagine if a game was released where you played a side character?
You just casually mooch along as a standard joe who occasionally assists the hero in their task/quest.
It’s called Kingdom Come: Deliverance. You play as a peasant who tags along during a bunch of big events
Play Far Cry with a friend way better than you on the game, it feels like that
I love how in just cause 3 they make fun of the grappling hook by saying in a loading screen "Isaac newton once said, if your falling to the ground, grapple to the ground to fall faster and save yourself" or something along that.
Nice I’m glad the devs poke fun at their own game shows a good sense of humour
@@therunawaykid6523 yeah, me too
The lookout spot bits are meant to partially be representative of you discovering the region and the bits you cant actually find from there in the region being “off screen” exploration. allowing them to fit more in to one mechanic.
Unpopular opinion: I like the climbing-the-tower mechanic.
I agree. When done right it can be very fun and feel amazing. My best example at the top of my head is Horizon zero's Dawn's tallnecks
@@beardedfool5865 agreed
I kinda like it too.
@@beardedfool5865 gotta love tallnecks
"Tower Climbing" mechanics works best in Legend of the Zelda: BoTW, because it doesn't reveal any detailed information, it just reveals the topology of the area. Then the player can use it as an actual map by pinning/marking places in the map.
Postal 2 you got a very normal request "get milk" and it turned into the most ridiculous quest.. so maybe taking out an enemy base isn't so bad
I appreciate how everything listed was also acknowledged as a more enjoyable alternative for the game. Small but appreciated
When talking about the law, I love how in skyrim when you get caught you can break out of jail. That's a cool interesting concept that ACTUALLY makes sense.
Yeah
But not really though. There's a random grate in the floor with a normal lock on it and there's just a lock pick lying around in the cell. Or does the player go aorund with one up their butt just in case they ever find themselves in jail and are counting on the jail having the exact same lock as every other building in Skyrim?
At least with Breath of the Wild: climbing a tower has a Shiekah structure that transfers data to your slate. And it's really only terrain data, not data about anything on the map. It's more diagetic. And the safety from falling slows you down instead of a grappling hook. It's like BotW took these tropes and tried to turn them on their head to make a bit more sense. The fact that it also doesn't try to have a modern real world setting helps, too. The fantasy aspect helps disconnect it from the laws of real life. Makes suspension of disbelief much easier.
The outpost map unlocker mechanic also makes sense in halo infinite I'd say, you're just downloading information about enemy operations and high value targets from the outposts terminal.
As for the fall damage I guess the game just kind of got rid of it, wich makes sense as you are a literal super soldier wearing Armour that can canonically allow you to survive falls from space.
🔥👌🏿
Great points but remember that "being realistic" isn't the end goal of every open world game and surely doesn't make it the most fun. Stuff like grappling to the floor really takes you out of any immersion, but I don't mind things like collectables on a map if they're fun to collect. If I want to drive through a bland city with lots of traffic, I can just do that in real life.
I feel like devs should make it so that, every now and then, you get a message saying that the enemy is trying to retake an outpost, but make it completely optional to help defend.
I think AC Brotherhood actually did something like this, not sure tho
San Andreas did this with the turf, you take over certain areas of the city
Rdr2 is a great story but some of its missions couldve been more than just shooting galleries definitely if you're going for high honor
That can work for a game like Detroit become human but rdr2 has story heavy immersive and detailed narrative so giving 'realistic alternate choices' would work against the design and direction of the game. It is after all marketed as a shooting game rather than make your own destiny type game. Even games that do market themselves as that like Detroit become human only offer limited choices that pretty much all lead to a fewer alternate endings.
@@LiterallyAM rdr2 has multiple endings based off your choices and honor so dont hit me with that. Plus my criticism still stands that the missions could've been more than just shooting galleries
@@NeonKing205 like the hunting missions? The escorting missions? The stealth missions? The robbery missions? The debt collecting missions? The chasing missions? The bar fight mission? The fishing missions? Lol bruh you even played?
@@LiterallyAM I've played it twice once in 3rd person a second in 1st and I had a damn good time playing it. I absolutely love rdr2 it has joined the club of the very few games that legit had me break down in tears, that being said it's hard to believe that my good natured high honored cowboy Arthur Morgan would go around shooting up a towns worth of people to save someone he hates.
@@NeonKing205 yeah but he don't need to shoot a town's worth of people. If you shoot just a couple of guys in self defense then he, who is hated equally by all irl but not by our boy Arthur just yet in story, would take care of it all.