last year Assassin Associate member game director Simon Lemay-Comtois Headline It turns out that Ubisoft’s latest open world game has a “smaller” map than a predecessor. Assassin Creed: Valhalla. He compared it instead AssassinIt reproduces the tired 250 kilometers of Valhalla and about 80 square kilometers of ancient Egypt next to the sea.
The story aroused some thoughts to me. Of course, life is short and video games are often too long, so the surge in relief is soaring. Second, the fact that you do not know what “bigger” and “small” means in video games is not certain.
In an interview with the VGC above, Lemay-Comtois does not provide the size of the shadow by kilometer. He defines it according to the Traverse time according to the means of the movement in terms of the “footprint” of the movement and the “footprint” of a specific location. Computer memory, developer’s resources or players can be consumed in that place. He talks about how big the world is, whether it is uncomfortable to travel between the villages, or “adventure.” All of this is not the problem of the quantity, but the dancing of perception and deception, but in the computer screen.
This is a lovely Hellplace founder James Wragg Fearful delusions -AN Open world RPGs on terrible floating islands emphasize exploration and tinkering on the combat and crushing of XP. There was time, and WRAGG told me how the open world deals with physical scale problems. WRAGG was confused by this because it gave a realistic proportion to the characters and buildings. But he saw the plant again.
“People thought it was small because we made the bush too big. The bushes were the size of a person, or larger than a person. So you felt really small. But no one was too big.
The size of the game world consists of such small tricks. “It’s hard to say how big the game world is,” says said. “If you reduce the player speed by 50% and make the bushes a little smaller, you can say that the game is doubled.” He added that our perception of space tends to slide in general. Video games are simply a tendency to deceive ourselves, the latest works of art that eats our food. “You know when you walk somewhere, and how far you walked, I was walking for 5 minutes, but it looks like a few miles away?”

Ask the game developer about the size of the game. In my experience, I can’t get a pure response in terms of space measurement unit. You will get meditation and time sense, details and regional differentiation on time. In a specific place, you will get an idea of engineering and transportation between the “density” of the choice and the state of the mind.
“For example, the same thing as fallout, or ShoutBen Fisher, the design officer of AtomFall Developers Rebellion, is about the duty to play for hundreds of hours by asking if there is something like “minimum” open world map size. ”
“In our case, we wanted to have a more dense and concentrated experience. [in Atomfall]You said, “He continues,” and we also wanted to make something that could manage the entire runtime on the head so that it was surrounded by the sense of tension and oppression and the surroundings.
Fisher refers to all of this as a choreography problem, directly translated into “Dance Writing” and an array of sequences of physical movement. Implied, the size of the game world depends on how to dance with the game, and the choreographer-designer dances. For Atomfall -I have to admit that anyone I have. There is a misunderstanding of FAR CRY Dance is designed slower and spent more time for improvisation. As a result, it looks wider than that of reproducing a larger geography, but it is a world that encourages them to intercept the deeply.
“If the strength is always too high, you have lost your ability to enter a kind of monkey mode, enter a fight or flight, and create such judgment, observation and planning.” “Rebel games often observe, plan and run cycles with choreography that likes all our games.”

Thinking about the size of an open world map as a matter of awareness of the size of the player looks very healthy. The idea of the open world is especially part of how to think of a cruel and quantitative term with thousands of individual development teams who have to sell 10 million copies in the first month to avoid dismissal. And in this way, it is healthier because it is more fun, more amazing, more subtle. After talking with Fisher and Wragg, I thought about a variety of open worlds and felt greater.
It is clean from the perspective of the raw kilometer Elder Scroll V: SKYRIM It will always be the most loud in my heart, thanks to how much the peaks boil you, the magnificent valley, and how they capture the changes in latitude and climate while following the surrounding roads. In contrast, the FAR CRY struck me with a phobia because the FAR CRY gets a party. The open world is always out of shooting due to combo traffic accidents and bonus wildlife attacks. All FAR CRY maps mean that they exempt from the explosion radius of the explosive fuel tank.
And the assassin’s creed? I think it will be the “biggest” assassin’s Creed Open world because the origin is truly the Nile River. My memory of the game is dominated by the experience of following a huge blue delta that hugs more than any sea because it is amplified by the distant village, the palace, and the continuity of the mausoleum. I’m walking between the cities and stepping on the hills to meet the sleepy river boats and the contrast between the Bank side green spaces and the huge sand. The world that passes through a world with such a river can’t help, but it feels small.