I don't know, this isn't an easy question to answer. It really depends on what mood I'm in.
If I'm in the mood for a high-score style of game, you don't really have a set number of levels that you're expected to complete.
If the game is really, really good, I don't quite mind if it gets lengthy...however, I've played plenty of games where they overstayed their welcome, and I just wanted to get things over with already. I thought Metroid Prime 2 was far too long and tedious. Breath of the Wild, as long as it was, felt kind of short. I would've liked the hundreds of tiny dungeons to have been longer rather then numerous, but I suppose it's preferable to having long, drawn-out dungeons.
I think racing games are another good example...you've got games like Mario Kart with tons of fun tracks to play, and then you've got games like Sega Rally or Virtua Racing where there are only a few tracks, but the fun of the game is to keep practicing and learn how to master those tricky turns and improve your times. I like both, though I'm really quite bad at Sega racing games.
Ichinin wrote:
Almajo88 wrote:
Which open world games haven't had some form of level?
Pretty much evey one: Elderscrolls: Arena, Daggerfall, Morrowind, Skyrim, Oblivion, GTA3, GTA:VC, GTA:SA, GTA4, GTA5, Elite Dangerous, Empyrion, Ascent, Fallout 3, Fallout New Vegas, Fallout 4, Starbound, Stranded Deep, Stardew Valley (etc etc).
I don't know, I think games like GTA, I would consider the missions to be the equivalent of levels. There are a finite number, and once you finish them all, you win the game.
Similarly, Elder Scrolls have quests, though most of them are optional.
Ichinin wrote:
Having a level with set parameters, invisible walls or some other ancient device (that should be eliminated from game design completely) that prevents the player to progress however she/he want's is the direct counter-definition of an open world.
"Inivisible walls" are kind of a necessary evil...you can't really give the player
complete freedom unless you go through the work of creating an entire planet, which kind of died out back when 2D games did. Even Minecraft will eventually start to break if you go out too far =) Some games use cliffs, mountains, and oceans to block the player, but I see it as essentially the same thing, just more aesthetically pleasing.
And Bethesda especially have to rely on limiting the player, they have a surprisingly small development team. That's why they have to use prefab cookie-cutters everywhere just to ship the games out in the state they're in.
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I'll brave the storm to come, for it surely looks like rain...