10 Open World Game Concepts That MAKE NO SENSE

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We love open world games, but sometimes they have elements that just make no sense. Here are some funny gaming examples.
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He talks about the streetlights getting knocked over really easily, but IRL ones are actually designed to come out of the ground when hit to minimize damage to vehicles and their occupants, so that's actually pretty realistic. It would still smash up the car, but it's not like hitting a tree, you won't just fold around it.

slambat
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The reason that Assassins creed "tower climbing" is able to relay information is because they are synchronization points, where the real world character better synchs with the ancestor and learns things that they would have known, I think it might only be explained in the first game though

tj_hrothekr
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My favorite thing about the "people just trust you to do things" one is when it's something like the end game in Skyrim. "The world is going to end because of this dragon! Please save us!" Meanwhile I spend 18 years clearing dungeons, doing random side quests, building houses, and raising a family and no one says a thing about it.

Smaller scale thing is like when there's a mission to save someone. Like "Omg can you save my daughter!" and you don't do it right away and instead wait a while and then remember "Oh yeah I was supposed to save that kid" and the kid.... IS STILL THERE!!! So not only did they not send out someone else to save the kid when you clearly didn't do it, but the bad guys literally did nothing to the child in all the time you waited to do the mission.

jessirarara
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Horizon Zero Dawn clearly nailed the tower for it to make perfect sense. You kind of 'hack' a machine who patrols a specific area and gathers information about it. This info is then transferred to the protagonist's focus so you have it. Also, these machines look fricking cool

G-Racing
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This reminds me of Skyrim, where you’ll join a new group and after a few missions they’re like “hey, you should be our new leader! But no, you can’t boss anyone around or really do anything but keep taking orders from us. But… new room!”

My favorite is when you go to the magic school and you’re basically a 1st year Harry Potter but after about 6 missions they go “you’re the new headmaster dude!”

alliecat
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Most unrealistic mechanic in any game that involves shooting is that your enemys have infinite number of bullets, and when you loot them you get like 3 bullets. I know why would developers make things this way, but it would be cool to see fps where your enemys could run out of ammo..

jinartamusic
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I think the grappling hook thing is just an “accident” rather then a feature because there’s just a general rule that when you use your hook you don’t take fall damage and it would be extra work to figure out all the logical exceptions

queenofcookie
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AC Unity basically shows how the Assassin’s Creed Viewpoint system works with Arno’s using his eagle sense to map out his target’s area. Essentially, what you saw in that cutscene is how all the viewpoints have worked since AC1. They have eagle sense, after all.

atlasprime
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I quite enjoyed the way that "enemies" retaking territories worked in GTA San Andreas, where you and your gang could take little pockets of turf that would occasionally be prone to counterattacks from other gangs, until you successfully took over all of the turf in the game. One of the most realistic ones I've come across.

ssbooth
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I still remember maffia 2 when you had to move around some crates in a warehouse before you actually got thrown into the action. It took maybe like 5 minutes irl but it felt like an entire day of work and vito just didn't want to deal with it anymore. Small detail but it made it much more realistic

Rexy_Raccoon
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The reason you are able to “see” things not in your line of sight on Assassin’s Creed is that you are synchronizing with the Animus / DNA of the person you’re seeing the past through. I think people forget about that sometimes. That’s why it says yanno… synchronize lol

IamProvocateur
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I’m pretty sure the assassins creed tower synchronization thing makes sense within the context of the animus. Better signal, high vantage point allows for better memory sync, able to see more and download more memories, etc. So it makes sense in the context of the animus and you playing through the simulation

Manlikepegasus
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I don't know why, but this makes me want to play an open world game now.

Goat-on-a-Stick
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17:01 Well, in Far Cry 4, they did implement "Outpost Retaliation Parties" that would randomly attack a captured outpost if you were near.

Savantir
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*For Number 4:* I asked a bunch of software developers why videogames don’t have densely packed cities. The answers I received were pretty much always that it’s too taxing for the system or too difficult to navigate for the player. It’s interesting though, eh? Why the largest cityscape recreations (eg. GTA: V etc.) are so sparse 🤔😅

djvelocity
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One that bugged me so so badly was all the upgraded tech in Batman Arkham Origins... Specifically the grappling booster, which was supposed to be new, experimental tech that was seeing its first use in Arkham City... Having a better version of it in Origins, which was set before the events of Arkham city MADE NO SENSE from a lineal time perspective.
When I hear Origins, I expected less tech, and more skill based game play...

Mripoststupidstuff
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For number two surprisingly Assassin's creed revelations tackles that issue with assassin dens what it is, if you don't take over the area fully after claiming your den it'll eventually be laid to siege by Templars there's even an achievement for successfully repelling three of these attacks it's another aspect as to why revelations is one of my most favorite open worlds

legitcrazy
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The level of detail uncovered by climbing a tower might be a little over the top in some games, but the idea itself is pretty bang on. You can see more around you with an unobstructed view. Being able to pinpoint treasure chests and whatnot might be a bit of a stretch, but you absolutely should get a better understanding of the general topography, especially if you're in a forested or urban area with lots of tall things between you and everything else. I don't really see it as a negative gameplay element. I guess it could be more realistic if you there were two separate levels of detail: one general, vague level for climbing the tower, and a more complete level of detail if you actually walk to the location and see it for yourself. Maybe that could be a thing.

bradeki
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Horizon Zero Dawn's "Tower Mechanic" is pretty friggin' awesome!

When I first played it, I was at the ruined city near the start. I masterfully took down the entire group of Raptors, stood there, basking in my bad-assery!!

Then the "Tower" stepped on me...

eternaldarkness
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#1; Yeah, Deep Rock Galactic has this feature as well. If you play as the Scout, his grappling gun can save you (as long as you don't release it early and hold onto the button until you come to a stop).

RevolutionaryOven
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