Quote:
Originally Posted by Lambonius
Sigh...  I'm not talking about a world the size of Assassin's Creed II or Skyrim. Clearly, nobody expects that. I'm talking about a world that SEEMS large and expansive.
KQ5 and 6 had worlds that SEEMED large an expansive without actually being so. It was all a cleverly veiled illusion.
To put it another way, it's not the SIZE of the world, but how INTERACTIVE it is. If players have the ability to comb through every background object (at least to the degree of KQ5 or 6), the world doesn't actually need to be that LARGE. It just has to be fleshed out. The object is to make the player FEEL like they have a greater latitude to explore as they see fit. Even KQ5, arguably the most expansive FEELING of the series, has fairly confined areas. KQ7 also feels large and explorable (though to a lesser degree thanks to the crap interface), and it is even broken into episodes! What I'm talking about is absolutely possible. All they need to do is make fleshed out areas with lots of extraneous interactions, and create a list of tasks that do not necessarily have to be completed in a specific order. Those smaller tasks can be part of a larger puzzle that unlocks the next area (or ends the episode.)
Seriously, I can't believe you of all people are arguing that this is impossible. TSL pretty much has done it already!
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I understand what you are saying, and I know TSL has done it. But I've worked at Telltale, as well. Telltale's model doesn't fit the number of screens TSL has. It would be way too much for their production cycles.
If you compare TSL to Tales of Monkey Island, for example, TSL's world is much bigger. A world the size of TSL would cost Telltale a lot of money. That's what I'm saying.