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Old 02-15-2011, 08:46 PM   #4
jhetfield21
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Join Date: Aug 2010
Location: Heracklion,Greece
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Isak i think the question is not about the interface and control.i mean it's just a difference in input source,but in the end they all are interpreted in game events one way or the other.

i think it has to do with the story.my opinion is that it's excess content and work to make it an open world.it depends on how well suited the story is,if it's worth it to be made into an open world game and how much more work needs to be done in designing and content.if Broken Sword was to be made like that and you tried to make it open world then you'd need to factor in content design many other possibilities.like for example you didn't learn something about the Templar's through Lobineau but through entering a library or a web cafe.but again it needs double the content so that you have alternatives.

if there are no alternative ways to achieve things then it's no different from a classic adventure game and it's not open world.open world doesn't just mean more places to go apart from the necessary.
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