agreed. what i'd want is a fromsoft game that takes place in a huge castle, basically a legacy dungeon thats big enough to be its own game. it would probably be semi-linear and have a more intuitive feeling progression compared to elden ring where you can do almost anything in any order
It's not possible to improve on something that cannot possibly work. DS1 is as open as a from software style game can get without horrific difficulty balance. Difficulty balance based on area is the second most important thing in a from soft game next to boss design. And open worlds are inherently opposed to good difficulty balance because they are directionless.
I'd prefer a semi-open world with more legacy dungeons in the next Fromsoft title. Nothing against open worlds, but I love the way Fromsoft has handled dungeon crawling and I want to see them improve on that.
fax i would say that my least appreciated part of elden ring is probably the samey feeling caves, catacombs and hero graves. there were cool ones but for the most part they were forgettable. itd be cool to have like 2 major caves, 2-3 major catacombs, and then just one badass heros grave
@@somniumlucidus969 lol, it's not "backwards". I think the ratio can be better. Instead of 80:30 open world sensibilities to legacy design, they do closer to 50:50
@@phillystevesteak6982 i know you meant 70:30. But that said i do kinda feel like it's 50:50 already. Now that said i dont know if its been objectively measured as 70:30 or something but it always felt to me like the open world was to stumble across legacy dungeons and I loved that. The open world in elden ring doesnt feel as open as any other ive played, not halos terrible one, or farcry, just cause, TOTK or shadow of mordor. This one has no ubisoft map markers, no unneeded sprints for super long really. Idk i feel like this open world feels so cohesive and there doesnt seem at least to me to be unneeded fat in it. It feels just big enough for you to miss things and i like that because it causes me to explore places i'm done with and find other stuff. Like i found the finger ruins but not metr and i found ranas perfume bell on that hill in the island but not rana herself. I explored, and maybe im just shitty at it but i missed big things and i LIKE that. I LIKE that i have a genuine reason to backtrack areas i thought i was done with only to find whole legacy dungeons. Idk i absolutely love elden rings open world and maybe im a casual but i barely even faced any of the repeated bosses. I didnt even face the second margit in Lyndel for the longest somehow cuz i just never went to that exact spot. Its not till i get stuck and decide to wander that i discover stuff like this or like the random shapeshifting larvel tear dropping enemies. I guess im just not thorough but the open world has kind of made this an infinite souls game to me. I still bave no idea how to find the rot lake area for ranni's quest and its been 2 years lol. I may literally never find it if i dont look it up lol. And when i do, i just have more darksouls lol
@@somniumlucidus969 ok so, I do think this is the quintessential open world thus far. It's a huge step forward. the lack of minimap markers to follow on autopilot is really great. I still get the sense there are unnecessarily large zones in various places. They really hurt replay value. They dont make for a meaningful navigational experience. Yes, they do provide a sense of freedom, but don't lead to interesting choices the way dark souls 1 legacy environments do. Also there are more copy paste elements than any other souls. The mini dungeons, various bosses, dragons, etc. Repetitive elements existed in other fromsoft games, but it's clearly dialed up here. My point is I would prefer slightly less bloat. Less repetetive elements. Some of the zones being trimmed a bit, and legacy areas given more focus.
The Fromsoft open world has a lot of potential, its sad that its pretty much empty. Also they should add a mechanic to re-fight bosses cos having to run around for 4 hours just to get to Consort Radahn is just abyssmal
I feel like a bloodborne type game on a haunted cruise ship would be a fire game in a souls like, in the end ship would reach an island that would lead to the final boss, game may be small but I believe would be good
In the next game, I'd reallly like to see a new and updated version of the chalice dungeons from Bloodborne An infinite version of dungeons with gear, bosses, and enemies exclusive to them is a concept i think has a ton of potential.
That could be the endgame, like a gaol dungeon where every enemy can spawn.Instead of going out in the world to farm you go there.With more modifier = better loot.Ive done the bae game NG5+ now and the DLC.I want more ER but I'm not really looking to start it all over again since I basically exhausted all the content,a randomized dungeon can scratch that itch.
I wouldn't mind seeing FS exploring semi-open world zones, that are connected by Chalice Dungeon pathways. For example, each time a character wants to travel to a zone, they have to open a new portal. Within this portal is a random dungeon pathway, and when completed, allows access to the desired zone.
I really enjoyed Elden Ring base game. Even though i think the map could be smaller, like 15 to 20% smaller and it would still feel big enough. But the dlc. I did not enjoyed it at all. It felt empty. Lots of open fields with nothing. The legacy dungeon were good. But the open fields i really hated them.
I'd say if they do another open world, make it less open and require killing a certain big boss one way or another before you can go in to gather more powerful gear or upgrade material. Keeps the game more balanced, it'd be easier to design fun but still tough bosses. What we got with ER is you can go full anime very early so they made bosses crazy in response for the DLC. Bigger zones with certain keys vs full open world would be far better. As for entry space, which there is alot of, use it for more side quests and put more gear spread around. Maybe even more upgrade materials but only if a certain tier so you have level X weapons at most. And crafting is cool and all, but I wanna have the option to buy the stuff as well as make it. Because grinding to make some weapon grease is just not fun, let me buy that shiz as well if I so desire...
That reminds me of what I thought the world structure would be like before the game came out- I had imagined it being several big, open-world areas as separate 'worlds' rather than being connected, each with a Legacy Dungeon as the main goal, but also all of the extra side stuff as the side goal to get strong enough for the Dungeon, after which you'd get to travel to the next one
Personally i already saw improvement in the DLC. The new region land of shadow is way more colorful and has many more different environments than any region of the base game will ever have. Also Fromsoft might have found the solution to the multiple dungeons they tend to put in the main game which turn out to be a chore sometimes. In the DLC they are less BUT several of them connect to other areas that are not accessible otherwise. Also i saw a big elevation in the legacy dungeons, shadow keep does what no other legacy dungeon has managed to achieve in the game (at least not to that extent)and that is connecting to 3 different areas. Also making me go from the last legacy dungeon to the very first 😂to grab a new legendary broken weapon that was there all this time reminded me of DS1 connectivity. They are on the right track
Regarding the emptiness of some of the areas on the map I think that empty map sections makes sense if it is accompanied with an appropriate asthetics. For example places like the Finger Ruins, Jagged Peak or Mountain Top (I like Mountain Top better than most) should feel a bit empty, as it evokes a feeling of forbiddeness & alieness of the place. However the relative emptiness of the Southern Coast of Shadow Realm feels really weird, since it contrasts with the overall beautiful & bountiful asthetics of the place. Regarding the size of the game as a whole while I did not remember feeling burnt out at all till the end, I do think some end game areas such as Crumbling Farum Azula, Haligtree or Mohgs Mausoleum could have been left for a DLC, and we would still be left with a massive open world game. Farum Azula in particular feels a bit out of place with the flow of the game for me.
nah im down for a linear game, but i think considering how good elden ring's open world was at its best, i think it would be a waste to not let them have another shot
I know how they can improve! Leave all "legacy dungeons," an cut everything else. That allows to put even more legacy dungeons in the game... oh wait...
The open world is fine, I don’t enjoy it as much as a more linear experience but that’s just a personal preference , the main and biggest problem for me was the reuse of bosses, it’s laughable when out of 140ish bosses there are only 7 unique bosses, and the reuse of major bosses lessens the first encounter so much for me (for example astel and godrick)
Don't get me wrong,I love elden ring BUT there are some issues that are small but if they were fixed would make the game EVEN BETTER if that's even possible lol. I find the quest/NPC progression to be absolutely terrible,like it's so easy to miss out on quests or items in that game and as a completionist it's very frustrating,I shouldn't have to find a youtube series on quests nearly every one. Another thing,and I know there's mods for this but seemless co op multiplayer and an option for a separate file save almost like a minecraft world for example where you can do the story with up to 4 people. Those two things I think would help alot,but other than that it's a near perfect game. Also,elden ring SERIOUSLY deserves another DLC. Shadow of the erdtree was huge both critically and financially Miyazaki is sitting on a gold mine and there's so many stories and questions unanswered.
Everyone always says OW games like BOTW, TOTK, and ER are "empty" but really what's your personal meaning of an "full Open World game" even though you never made a game of that scale in your life? 🤔🙄😒
I loved the open world. I hope they do it again, but I’d prefer another take on Sekiro first.
agreed. what i'd want is a fromsoft game that takes place in a huge castle, basically a legacy dungeon thats big enough to be its own game. it would probably be semi-linear and have a more intuitive feeling progression compared to elden ring where you can do almost anything in any order
@@epsilon1372 a game in a map like boletaria would be amazing. This huuge castle where you are free to explore it
@@epsilon1372 Yeah like Stormveil+Shadow Keep x2, thats it then probably an outdoor open field to balance it out.
@@epsilon1372 Like castlevania perhaps?
It's not possible to improve on something that cannot possibly work. DS1 is as open as a from software style game can get without horrific difficulty balance. Difficulty balance based on area is the second most important thing in a from soft game next to boss design. And open worlds are inherently opposed to good difficulty balance because they are directionless.
I really like what they did with Ancient Ruins of Rauh. Half-open world, half-dungeon. I hope they explore this more in the future.
I'd prefer a semi-open world with more legacy dungeons in the next Fromsoft title. Nothing against open worlds, but I love the way Fromsoft has handled dungeon crawling and I want to see them improve on that.
fax i would say that my least appreciated part of elden ring is probably the samey feeling caves, catacombs and hero graves. there were cool ones but for the most part they were forgettable. itd be cool to have like 2 major caves, 2-3 major catacombs, and then just one badass heros grave
Idk i dont want thrm to go backwards. I think they did a great job. I wanna see some multiplayer tweaks.
@@somniumlucidus969 lol, it's not "backwards". I think the ratio can be better. Instead of 80:30 open world sensibilities to legacy design, they do closer to 50:50
@@phillystevesteak6982 i know you meant 70:30. But that said i do kinda feel like it's 50:50 already. Now that said i dont know if its been objectively measured as 70:30 or something but it always felt to me like the open world was to stumble across legacy dungeons and I loved that. The open world in elden ring doesnt feel as open as any other ive played, not halos terrible one, or farcry, just cause, TOTK or shadow of mordor. This one has no ubisoft map markers, no unneeded sprints for super long really. Idk i feel like this open world feels so cohesive and there doesnt seem at least to me to be unneeded fat in it. It feels just big enough for you to miss things and i like that because it causes me to explore places i'm done with and find other stuff. Like i found the finger ruins but not metr and i found ranas perfume bell on that hill in the island but not rana herself. I explored, and maybe im just shitty at it but i missed big things and i LIKE that. I LIKE that i have a genuine reason to backtrack areas i thought i was done with only to find whole legacy dungeons. Idk i absolutely love elden rings open world and maybe im a casual but i barely even faced any of the repeated bosses. I didnt even face the second margit in Lyndel for the longest somehow cuz i just never went to that exact spot. Its not till i get stuck and decide to wander that i discover stuff like this or like the random shapeshifting larvel tear dropping enemies. I guess im just not thorough but the open world has kind of made this an infinite souls game to me. I still bave no idea how to find the rot lake area for ranni's quest and its been 2 years lol. I may literally never find it if i dont look it up lol. And when i do, i just have more darksouls lol
@@somniumlucidus969 ok so, I do think this is the quintessential open world thus far. It's a huge step forward. the lack of minimap markers to follow on autopilot is really great.
I still get the sense there are unnecessarily large zones in various places. They really hurt replay value. They dont make for a meaningful navigational experience. Yes, they do provide a sense of freedom, but don't lead to interesting choices the way dark souls 1 legacy environments do.
Also there are more copy paste elements than any other souls. The mini dungeons, various bosses, dragons, etc.
Repetitive elements existed in other fromsoft games, but it's clearly dialed up here.
My point is I would prefer slightly less bloat. Less repetetive elements. Some of the zones being trimmed a bit, and legacy areas given more focus.
i wish the game were more compact and had less open fields
They really should tone down everything to minimum 30% and pack the 70% to the brim.
The Fromsoft open world has a lot of potential, its sad that its pretty much empty.
Also they should add a mechanic to re-fight bosses cos having to run around for 4 hours just to get to Consort Radahn is just abyssmal
I feel like a bloodborne type game on a haunted cruise ship would be a fire game in a souls like, in the end ship would reach an island that would lead to the final boss, game may be small but I believe would be good
What we need is more branching paths, puzzles and hidden areas where the only loot/reward is a fucking artoria leaf.
FROMSOFT GIVE ME A SEKIRO DLC OR SEQUEL AND MY LIFE IS YOURS
In the next game, I'd reallly like to see a new and updated version of the chalice dungeons from Bloodborne An infinite version of dungeons with gear, bosses, and enemies exclusive to them is a concept i think has a ton of potential.
That could be the endgame, like a gaol dungeon where every enemy can spawn.Instead of going out in the world to farm you go there.With more modifier = better loot.Ive done the bae game NG5+ now and the DLC.I want more ER but I'm not really looking to start it all over again since I basically exhausted all the content,a randomized dungeon can scratch that itch.
I wouldn't mind seeing FS exploring semi-open world zones, that are connected by Chalice Dungeon pathways.
For example, each time a character wants to travel to a zone, they have to open a new portal. Within this portal is a random dungeon pathway, and when completed, allows access to the desired zone.
I really enjoyed Elden Ring base game. Even though i think the map could be smaller, like 15 to 20% smaller and it would still feel big enough. But the dlc. I did not enjoyed it at all. It felt empty. Lots of open fields with nothing. The legacy dungeon were good. But the open fields i really hated them.
I'd say if they do another open world, make it less open and require killing a certain big boss one way or another before you can go in to gather more powerful gear or upgrade material. Keeps the game more balanced, it'd be easier to design fun but still tough bosses. What we got with ER is you can go full anime very early so they made bosses crazy in response for the DLC. Bigger zones with certain keys vs full open world would be far better.
As for entry space, which there is alot of, use it for more side quests and put more gear spread around. Maybe even more upgrade materials but only if a certain tier so you have level X weapons at most. And crafting is cool and all, but I wanna have the option to buy the stuff as well as make it. Because grinding to make some weapon grease is just not fun, let me buy that shiz as well if I so desire...
That reminds me of what I thought the world structure would be like before the game came out- I had imagined it being several big, open-world areas as separate 'worlds' rather than being connected, each with a Legacy Dungeon as the main goal, but also all of the extra side stuff as the side goal to get strong enough for the Dungeon, after which you'd get to travel to the next one
Smaller, minimal repetitive content and more interconnected legacy dungeons.
Personally i already saw improvement in the DLC. The new region land of shadow is way more colorful and has many more different environments than any region of the base game will ever have. Also Fromsoft might have found the solution to the multiple dungeons they tend to put in the main game which turn out to be a chore sometimes. In the DLC they are less BUT several of them connect to other areas that are not accessible otherwise. Also i saw a big elevation in the legacy dungeons, shadow keep does what no other legacy dungeon has managed to achieve in the game (at least not to that extent)and that is connecting to 3 different areas. Also making me go from the last legacy dungeon to the very first 😂to grab a new legendary broken weapon that was there all this time reminded me of DS1 connectivity. They are on the right track
Regarding the emptiness of some of the areas on the map I think that empty map sections makes sense if it is accompanied with an appropriate asthetics. For example places like the Finger Ruins, Jagged Peak or Mountain Top (I like Mountain Top better than most) should feel a bit empty, as it evokes a feeling of forbiddeness & alieness of the place. However the relative emptiness of the Southern Coast of Shadow Realm feels really weird, since it contrasts with the overall beautiful & bountiful asthetics of the place.
Regarding the size of the game as a whole while I did not remember feeling burnt out at all till the end, I do think some end game areas such as Crumbling Farum Azula, Haligtree or Mohgs Mausoleum could have been left for a DLC, and we would still be left with a massive open world game. Farum Azula in particular feels a bit out of place with the flow of the game for me.
NO MORE OPEN WORLDs PLEASE i'M BEGGING THEM
nah im down for a linear game, but i think considering how good elden ring's open world was at its best, i think it would be a waste to not let them have another shot
@@epsilon1372it’s not repayable. Starting a new save is just a chore.
What’s wrong with the open world to the point you need to beg them to stop?
I know how they can improve! Leave all "legacy dungeons," an cut everything else. That allows to put even more legacy dungeons in the game... oh wait...
The open world is fine, I don’t enjoy it as much as a more linear experience but that’s just a personal preference , the main and biggest problem for me was the reuse of bosses, it’s laughable when out of 140ish bosses there are only 7 unique bosses, and the reuse of major bosses lessens the first encounter so much for me (for example astel and godrick)
i dont want them to make more open worlds
I don’t want you to live
@@ViviRavan wtf why the hostility
Don't get me wrong,I love elden ring BUT there are some issues that are small but if they were fixed would make the game EVEN BETTER if that's even possible lol.
I find the quest/NPC progression to be absolutely terrible,like it's so easy to miss out on quests or items in that game and as a completionist it's very frustrating,I shouldn't have to find a youtube series on quests nearly every one. Another thing,and I know there's mods for this but seemless co op multiplayer and an option for a separate file save almost like a minecraft world for example where you can do the story with up to 4 people. Those two things I think would help alot,but other than that it's a near perfect game. Also,elden ring SERIOUSLY deserves another DLC. Shadow of the erdtree was huge both critically and financially Miyazaki is sitting on a gold mine and there's so many stories and questions unanswered.
Everyone always says OW games like BOTW, TOTK, and ER are "empty" but really what's your personal meaning of an "full Open World game" even though you never made a game of that scale in your life? 🤔🙄😒
I honestly don't enjoy the FS open world experience as a player that wants to run past everyone for the bosses this is not it for me personally.
Fromsoft doesn’t need to go back to open world. They need to go back to the more linear multiple path route of bloodborne and dark souls.