字幕列表 影片播放 列印英文字幕 (logo beeps) - [Falcon] Open-world games are amazing. What we can see in a virtual world in a video game nowadays blows my mind on a regular basis, but still, some of it is a little weird. Hi, folks, it's Falcon, and today on Gameranx, 10 open-world concepts that make no sense whatsoever. Just a quick note, before we get going here, we actually did a similar topic video a while back called 10 dumb things that only happen in open-world games, so bear in mind, we're gonna try to avoid repeating too much from that one. We love open-world games, and we play a lot of them, so it's not as if we haven't noticed a fair amount of things anyways. So let's get going with it. Starting off at number 10, let's start with something blatantly ridiculous, grappling the ground as you fall to your death. So have you ever played an open-world game where they have a grappling hook in it, like "Just Cause" or "Dying Light"? These are an innovation of games in recent years that just makes games so fun. I absolutely love grappling hooks, but I want to go ahead and say that they have a few things that just don't make sense. One, if you've ever seen a real grappling hook launcher, they're very, very big, and it's kind of bizarre when you think about how much power you would need to pull a human being up. But this isn't the that-makes-no-sense element of it. Of course, we have to have some suspension of disbelief in order to make a game fun. Mechanics are obviously not going to be completely true to life in a game that's like, "Hey, here's a grappling hook. Zip around the world." But there's one thing, wow, does it not make sense? You can easily save yourself from deadly falls in some games by simply grappling the ground, and this does not make any sense, and for so many reasons. I mean, both in "Dying Light" and "Just Cause," it makes no sense that like, so you've hit terminal velocity, you would die if you landed, so you grapple the ground and start going towards the ground faster. At that point, they're just like, you know what? Whatever. It doesn't matter if makes sense. What more do you really need to say here? Grappling with the ground makes it so you don't hurt yourself when falling to the ground. You know your game is wild as hell when literal superhero games have more realistic physics in them. The only reason this works at all is because it's super fun. Having a consistent grapple that is always pulling you straight to your destination safely, it's obviously there purely for the player's benefit. It just makes it easier to get around. But I can't even count the times ground grappling has saved my life in "Dying Light." So at the end of the day, I can't complain. It just doesn't make sense. I guess who cares, though, right? It's fun. At number nine, people in the street who have zero survival instinct. Since "Grand Theft Auto III" came out and pretty much defined the open-world genre, one consistent thing that these games all have in some capacity is dumb NPCs. Certain games obviously are better than others, but in general, the people encounter in the streets in open-world games have the self-preservation instincts of a fruit fly. Actually, no, scratch that. Flies are actually kind of hard to kill. NPCs? Mmm. If you tried to smack them with a person-sized fly swatter, I don't know that they would get out of the way. Flies tend to. These guys, on the other hand, often just stand there, let your mow 'em down with a car. And even if they've got the basic idea to do a little dodge, generally, they go about their day like nothing happened afterwards. Sometimes they panic and run away, but just as likely, they'll freeze in place and do nothing. Maybe they'll duck down a little, but that's about it. It's almost like they want to die. In most games, these guys just don't even try. In "GTA," it's pretty ridiculous, but dumb pedestrians really take it to the next level in other games like "Prototype," where there's hundreds of people just kind of milling around outside the middle of a zombie apocalypse. It's really your own fault if you get snatched and absorbed into a monstrous biomass at that point. You're kind of hopeless. The reason for why open-world NPCs are so dumb is a simple one. AI is something that's pretty system-taxing, even now, and most games just don't really bother making the people wandering the streets that smart. They're just kind of there for window dressing, so they don't do much more than walk back and forth and sometimes yell at you when you drive on the sidewalk. Some games definitely are better at it than others, like "GTA's" pedestrians are way smarter than "Cyberpunk's" brain-dead, I guess, people. They're all robots on some level, though, right? I don't know. I don't know. They're not very smart in "Cyberpunk" is what I'm getting at. And, you know, that's more the norm. In general, people in the street in games just don't seem to mind a whole lot about getting killed. At number eight, when metal and wooden fences are easy to smash through, but a little brush has an unbreakable barrier. And you know what we're talking about here. This sort of thing pops up in pretty much all of them. You're driving along, smashing through everything in sight, when suddenly, this small, if it were in real life, easily breakable barrier stops you dead in your tracks, like in "GTA" when you slam through a traffic light, no problem, but a bush totals the car, or in "Forza Horizon 4," where these small stone walls are everywhere that your car plows through with like no effort, but then there are others small stone walls in town around people's houses that are just too much. They look almost the same, really similar, but one you can smash and the other you can't. It's especially annoying going back to older games, where it was even more inconsistent, like in games where you can just smash through trees, but then a metal fence stops you dead. For one, certain things are just way too easy to crash through. I mean, if you actually tried to ram into an electrical pole or traffic light, your car would get totaled. However, in these games, these things bend over like a plastic straw, and I'm talking the kind of plastic straws designed to bend, mind you. And most cars in open-world games are just like rolling tanks, unless they're GTA Trilogy cars, which can both smash through everything, no problem, but a stiff wind sometimes make them explode. Other reason, it's really inconsistent. If you smash through a normally impassable thing, why can't you smash through this other normally impassible thing? That's what's so annoying about this stuff. It's not just that it doesn't make sense. It's not even consistent. And at number seven, climbing towers tells you everything. "Assassin's Creed" has a lot to answer for as a series. What is supposed to be happening when you climb a tower and the camera swirls around, shows you all the pickups and the objectives in the area? Most of the time, you can't physically see all this stuff, so what is going on? Is it magic powers or something? And so many games have this, but it feels like "Assassin's Creed" games are the ones that really popularized the use of towers to uncover activities and collectibles in games. At this point, it's just accepted. Some of them provide some kind of an excuse, like getting to a tower and downloading information from it or something, but for the most part, it doesn't really make sense. From a gameplay standpoint shirt, sure, you want to have places you can go to uncover the map and find out where all the stuff is, so making it so to climb something to get that information makes sense as a challenge. You have to complete it to get it, but in terms of real-world stuff, it's a stretch. Yeah, if you're playing a game where you're exploring a new and unknown place, having it so you slowly uncover the mat make sense, but sometimes uncovering the map is, it's odd. Let's say you're uncovering the map to, oh, I don't know, Rome, one of the major cultural centers of Earth. It feels like a little bit of a stretch. Even during that time, would someone not have made a map? And I mean, I guess he doesn't need one 'cause he's got elf eyes or whatever. He spots tiny treasure boxes from the top of a church steeple or whatever. I know I'm narrowing on "Assassin's Creed" here. A lot of games do it, though, like "Far Cry," "Spider-Man," "Breath of the Wild." Like I said, you got your downloading there, though. You got "Middle Earth." They all do it, and even makes sense in some of the games, like in "Far Cry" where you're tapping into the radio. But usually, there's not a whole lot of justification given. At number six, cops are just cool with crime. The way police work in an open-world game with a wanted level system just never really makes sense. It's a thing that's really obvious in "GTA" games, but it shows up in pretty much every open-world game where there's an authority or enemy that starts hunting you down if you piss 'em off. But this is specifically what I mean. In open-world games, you can get into a shootout with the cops, potentially kill dozens of them, and they'll kill you in return. Then they take you to a hospital and just let you go. That's how it works in "GTA" games. And it's insane when you think about it. Imagine that's how it worked in real life. Yeah. You're a multiple murderer. You didn't just kill regular people, either. You killed the people who enforce laws. But you know, we shot you, so it's all water under the bridge. And at least in the older games, they'd take your guns. In "GTA V," they don't even do that. While you're in the hospital recovering, they just bring them in a bag or something for you. Oh yeah, you had all these guns, and we figured it wasn't all right to confiscate them. I mean, yeah, yeah. You killed some of us. And the "GTA" series is obviously not the only one guilty of this. In "Red Faction: Guerrilla," you're a freedom fighter battling it out with the oppressive government. And yeah, they can get pretty aggressive hunting you down if you do enough damage to their stuff, but if you just drive to one of your bases, they just completely give up and leave you alone. You'd think the rebel base is the last place you want to go, leading them right back to it. but no, they're just kind of like, "Ugh, this kind of looks like a base. Yeah. I don't want to go in there." So they just give up. Or in "Assassin's Creed," where the guards will hunt you, but if you just wander around, tear down a few wanted posters, that's it, everything's fine. The only open-world game I can really think of where committing crimes is more trouble than it's worth is "RDR 2," where getting a bounty on you can actually be a real pain. "Scarface" is kind of bad, too, 'cause cops can instantly kill you, but outside of those, most police responses to crimes in open-world games are very obviously geared towards you once again being out on the streets, committing crimes. Yeah, obviously it's to make things more fun. If "GTA" just stopped when you were arrested or killed, obviously, that would be not great. It would certainly say, "Hey, don't screw around in 'GTA' the way that's the most fun to, that we designed the game to," so I think the game harshly punishing you for that would get old pretty quick. But it's funny to think about the logic behind it. The cops literally gun you down, catch you, and then I guess are satisfied with that. Oh, we got ya. You can go now. At number five, ramps everywhere. All right, this is just dumb, but seriously, every open-world game with vehicles in it has some kind of ramp or suspiciously placed incline that's there purely for you, purely so that the player can do the sweet street jump above all else. You see it all over the place. If there's cars, there's gonna be ramps or construction equipment and some loose boards left around, so you can propel your car through the air. Yeah, it's fun, sure, but who left this stuff here? What are these boards made out of? I am driving a Honda Civic off these boards. Not a heavy car, but a car. And in "Forza," where you're kind of racing, it can provide a shortcut or something, and that makes sense. But in "GTA," you get these random jumps, and sometimes if you do them, you get cash. But who's paying that money to you? Is there some mysterious benefactor who's big into stunt jumps? He's got cameras by these rickety ramps that they've set up? Like, ooh, is somebody gonna drive a Honda Civic over these three boards? Who knows? Honestly, in the world of open-world games, the fact that there are these ridiculous stunt jumps all over the place isn't a big deal. I mean, we all know they're there and we all know why. It's fun. Ramping a car off a cliff at 100 miles per hour is fun. And then you get some kind of reward for it? Great. That's nice. I get it. That's really all there is to it. But it's just funny if you think about the real-world logic. At number four, no traffic in a big metropolitan area. Maybe it's dumb pet peeve of mine, I don't know, but the lack of traffic and open-world games, it bugs me. I mean, the past two "GTA" games were set in New York and Los Angeles, and I don't know if you've ever been to those cities, but particularly if you don't live in those cities and have been there, you know what the traffic's like. It's like nothing else. A traffic jam in the middle of Tennessee on the freeway is nothing like a traffic jam in Manhattan. People take taxis and Ubers so they can just end the ride in the middle of traffic if it's too much so they can run the rest of the way. These cities are famous for hellish traffic jams. But no matter what time of day, you can just go cruising down the highways of Los Santos without a care in the world. Sure, the world of "Grand Theft Auto" is supposed to be an over-the-top parody of the real world, but when it comes to traffic in the real-life LA, Los Santos kind of seems like heaven. There's a couple of reasons for why this is. One, obviously system resources. Having a ton of cars on the roads at all times is really resource expensive. It also actually makes the game more frustrating. Have you played "The Matrix Awakens" tech demo for the new Unreal Engine? it's using all of the new Unreal technology to more realistically model city streets, and the traffic is much more like real life. Not necessarily completely there, but wow, does it make getting anywhere in a car much more difficult? And there's a reason why the most realistic traffic we've ever seen in an open-world game happens in the PlayStation "Spider-Man" game. Spider-Man doesn't have to drive, so they just fill up the streets with as many cars as they want. It doesn't matter. You're swinging above them. And I'm sure at a certain distance, they drop the detail significantly on any of that. But it's not hard to get a little envious at times. Even the smallest cities struggle with traffic, but places like Night City in "Cyberpunk," Hong Kong in "Sleeping Dogs," and Liberty City in "GTA IV" are presented as being tough places to live, but they all have pretty light traffic. Not everyone's the best driver, but they're still better than most real-world people as well. I hate traffic. I hate being in cities where there's traffic jams, so it's kind of personal 'cause it's kind of super easy to notice any time you go into the more densely populated areas of the city. It's just something I can't help but notice when I play an open-world game. At number three, people just trust you to do things. It's pretty much true in every video game ever, but it's especially bad in open-world games, where they love to put you in some kind of position of power. So many times, characters just trust you with their lives, basically sight unseen, and wanting to do things that your character basically has no experience with, like in "Assassin's Creed" games like "Black Flag" or "Odyssey," where you'll help out a ship captain or whatever out of some jam, and suddenly, he's just giving you the entire boat to command. "I need some help doing this thing. Here. Command my entire boat." "Oh man. Can you program a computer for me? I can't do it myself." Sure. You'd think there'd be somebody with more experience to take charge, but it's a video game, and your character's supernaturally good at whatever they do, so everything obviously ends up working out, and it's fun. One open-world series where this happens all the time is the "Yakuza" games, and they usually play it pretty tongue in cheek, but the side games you get wrangled into are utterly ridiculous. People want this random gang member to manage a cabaret club, run a construction firm, turn a failing business into one of the most profitable companies in all of Japan, et cetera, et cetera. Yeah. No big deal. Between my yakuza crime adventures, I'll just become the next Jeff Bezos. Those are some of the most over-the-top examples, but literally every open-world game does this at some point. I mean imagine, day one, freedom fighting, and your boss, the boss of the freedom fighters, comes out and tells you to clear an entire enemy base by yourself. Now, he doesn't come out and say, "Hey, we've got some potatoes that need peeling," or some grunt work or whatever. You come in off the street and become Rambo. I mean, that's good in terms of how fun the game is. You're the video game protagonist, and it would kind of be dull if you spent a week peeling potatoes, but if it weren't a video game, they'd usually ask you to do something that's certain death. It is video games, thankfully. You want to be doing the fun stuff, not the boring stuff, so of course, most games just get right into the action. But when you think of it from what-you're-actually-being-asked-to-do perspective, it's absurd. At number two, everything about outposts. Along with towers, outposts are recurring element in a lot of open-world games, and depending on the game, there's just something about them that doesn't make sense. Why does every two-bit warlord or tinpot dictator control their territory with a series of evenly distributed bases that are ripe for a hero to just mow down? Even ignoring the artificiality of that, the fact you pretty much always almost single-handedly take over these places, kill everyone inside, and then station one or two rebels at the location, and that makes the territory yours forever with the bad guys staying away and never mounting an attempt to get it back, it's strange. "Far Cry" is probably the most guilty of this, but basically any game with outposts does apply here. The enemy never tries to retake lost territory, even when the place you take over is in the heart of their domain. And they've got soldiers everywhere nearby. For being ruthless bad guys with way more resources than you, an individual guy, they're pretty easygoing with you taking their stuff. On the other hand, something like "Far Cry 2" is the opposite, where outposts just never clear out, ever. You've driven through the area and you've killed all these guys dozens of times, and he think they'd give up eventually, but no, they just keep sending fresh new recruits. Ah, get the guys over to that roadside outpost. He's probably gonna drive by there again. And they just don't give up. It's another one of those gameplay mechanics that just doesn't make any real-world sense, but it does make the game more fun. Having to go back and defend your territory is more annoying than anything, so it kind of makes sense that your enemies, even though they look like chumps, don't show back up. I would take that over the alternative, at least in the game. And finally, number one is the amusement park world, a complaint we hear about open-world games all the time, and it's not incorrect. There are a few games out there that feel pretty immersive as a good open-world game, but at the same time, if you look at them a little too close, then it's really easy for the illusion to get shattered. For as many open-world games out there that actually feel like a real place, There's a lot more of the feel closer to an amusement park. There's tons of reasons for why that is, starting off with the constant collectibles, and of course, the abundance of little activities, but for me, a big contributing factor to making the game feel fake is the world design itself. It's awesome to see games add some variety to their setting, but it can feel like you're going from forest world to desert world to city world because of how abrupt some of the biome changes are. An easy recent example is "GTA: San Andreas." With the remaster, you can climb on top of Mount Chilead and see the entire map from the game now, and from that height, it really makes it look like a little model floating in a bathtub. Everything seems so small and condensed from high up. Even games that are more one-to-one recreations are fairly guilty of this. In the "Spider-Man" game, they made a lot of the buildings in New York smaller and a lot of the roads wider to make it easier to swing around. I'm sure New York residents noticed that. It's definitely different. There are other things that make games feel fake, like in games like "Far Cry," where the population of enemies seems to be way bigger than the population of pedestrians. It's like, where'd all these guys live? Most "Far Cry" games are wilderness. "Far Cry 6's" world has military bases and stuff to justify all the soldiers. But in "Far Cry 5," where do these cultists even come from? That little cult complex you have at the start, it looks like you can house like a few dozen people max, but you kill thousands of dudes by the end of this game. Yeah, they say that they're coming in from the outside, but where are they? Especially when you're in the northern part of the map, there's just barely anything there. At the end of the day, obviously, video games are for playing and fun, and they wouldn't be that much fun without enemies to fight. San Andreas would be a pain to get around if it was bigger. Being Spider-Man, although that's not gonna happen in real life, would be a lot more annoying because there's all the narrow alleys and roads in the real New York city, so it's not really fair to complain. But there's times in these games that can go a little overboard and make things a little too player-friendly, and it has a negative effect on the immersion because you notice it. But what do you think? Leave us a comment. Let us know. If you liked this video, click Like. If you're not subscribed, now is a great time to do so. We have a brand-new videos every day of the week. The best way to see them first is of course a subscription. So click Subscribe, don't forget to enable all notifications, and as always, we thank you very much for watching this video. I'm Falcon. You can follow me on Twitter @FalconTheHero. We'll see you next time, right here on Gameranx.
B1 中級 美國腔 10个没有意义的开放世界游戏概念(10 Open World Game Concepts That MAKE NO SENSE) 14 1 路漫漫 發佈於 2022 年 10 月 18 日 更多分享 分享 收藏 回報 影片單字