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/vr/ - Retro Games


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File: 272 KB, 640x480, 927978-might-and-magic-vi-the-mandate-of-heaven-windows-screenshot.png [View same] [iqdb] [saucenao] [google]
6727621 No.6727621 [Reply] [Original]

I'm only now realizing that some of my favorite games are all open-world. Might and Magic 6/7/8, Arena, Daggerfall, Banjo Tooie, Final Fantasy 1-4, Pokemon, DQ I/II.
While some of them probably don't fit the modern definition of the term, they're games with plenty of wandering and exploring.
How do you view older games with expansive worlds? Are there any that played a big part of your childhood? Are there aspects of them that you wish would be used again in modern titles?

>> No.6727689
File: 87 KB, 236x316, WHAT_IS_THIS_PLACE.gif [View same] [iqdb] [saucenao] [google]
6727689

>>6727621
Mostly what you already listed, anon.

>> No.6727705

Games are nowhere near as ambitious as they used to be. In Daggerfall you could buy a house and live in the world. Game designers tried to create fully immersive worlds and it breaks my heart that we don't try anything like this anymore.

>> No.6727710

>>6727705
this. i can't stand modern survival genres. all you do is build a house and live in the world. no soul.

>> No.6729218

>>6727621
How is tooie open world

>> No.6729241

>>6729218
It's interconnected, I love that

>> No.6729246

>>6727705
>Daggerfall
I like the Might and Magic approach more than early Elder Scrolls. They used an algorithm to generate the world for ES. MM has a hand-tailored world. MM is smaller but I'll take quality over quantity any day,

>> No.6729279

>>6727705
I really like Daggerfall's dialogue system. You can tell they were going for the most complete roleplaying system possible, even including the tone you could ask questions with. That made a huge difference to me and I'm shocked no other games have gone that in-depth (that I'm aware of.)

>>6729246
I agree. Might and Magic's world is more engaging because it was all hand-crafted and you always want to check around every corner because there were often clever details.

>> No.6729326
File: 509 KB, 639x479, 6075E689-6EB9-49F2-9406-F1066E4FCB8B.png [View same] [iqdb] [saucenao] [google]
6729326

The fact they did this in a platformer on the N64 was insane.

>> No.6729408

>>6729326
what game

>> No.6729454

>>6729279
>Daggerfall's dialogue system
My ideal would be something close to the LucasArts dialog system with dialog trees, where you're given options of responses and some might piss off an NPC permanently or affect your standing with a group.
I don't like games now that warn you about the consequences of your choices.