Request: Keep Star Wars Jedi 3’s Open World Smaller Than Survivor’s

Request: Keep Star Wars Jedi 3’s Open World Smaller Than Survivor’s

Although‌ it’s only⁢ been⁤ a few months‌ since‌ the launch⁢ of ⁤Star​ Wars Jedi:‌ Survivor, thoughts ⁢are already ⁣turning to⁢ its sequel⁤ and​ the ⁢last part of the ⁢intended​ Star​ Wars ​Jedi trilogy. While it​ is⁤ still ⁤early days⁢ yet,‌ and nothing ​will ⁢be set⁤ in stone, there are still ⁣some elements ‌players ‌will ⁣be ‌wary​ of developer Respawn ​Entertainment ⁣changing. ‍One of these is ‌undoubtedly⁣ the ‍size ‌of ‍the ​worlds ⁢that will⁢ feature ​in ⁢Star‍ Wars Jedi⁢ 3, ‍as the instinct‍ for​ sequels‌ to⁢ go​ bigger⁣ than ⁣previous‍ installments‍ isn’t ‌one ⁤that should⁤ always be ‍followed.

Set⁣ five years after ​the‍ events ​of the‍ first ‍Star ⁤Wars ⁤Jedi⁢ game,‍ Jedi: Survivor‍ was‍ better ‌than Fallen ‍Order ​in ⁣many ⁢ways. ⁣Respawn ‌took​ what ⁢had ⁣been​ established ‌in⁢ Fallen Order ⁢and built on ‍it,⁤ creating a⁣ new experience‌ for players and furthering​ the‍ story of Cal Kestis. However, ⁢while improving and ​expanding on ‌certain⁤ areas of‍ gameplay⁢ are‌ encouraged ​and would⁢ be needed ‌for Star Wars Jedi ⁤3, ​one area ‍that ⁢definitely needs ⁤to​ be‍ left‍ alone‍ is the ⁤size⁢ of ‍the ‌open-world‍ maps.

Despite ​the ⁢setbacks‌ of its⁤ release, Star Wars Jedi:‌ Survivor ⁤is a​ fantastic game ‌full‌ of‌ action, adventure, and⁣ Star Wars⁣ lore. One ‍of⁣ the ⁣key⁣ areas of ⁣gameplay ⁤that‍ players⁤ love‍ about the⁣ franchise is ⁢the ⁢Metroidvania-style‍ exploration‍ stemming‌ from the⁢ large open ‌worlds ‌unlocking as Cal gains‌ more ​abilities. Jedi: Survivor’s maps ⁤are ‍already⁢ far bigger⁣ than those ‌found⁤ in Fallen‍ Order⁣ and developer ⁣Respawn may be​ tempted⁢ to‌ increase them even ​more for a third installment; however, this would​ be⁤ a‍ massive mistake.

If Respawn wants⁢ to increase ‌the‌ size ‍of the⁢ worlds⁣ for⁢ players‌ to explore in ‍the ​final‌ part ‍of the ‌Star ⁤Wars:‌ Jedi ⁢trilogy, ⁢then⁢ it must be justified. There​ are countless​ examples of developers ‌believing bigger is⁣ better without taking⁢ the⁢ care‍ to find⁣ the ‍right balance ⁢between a ​large ​open ‌world and‌ making that world feel alive enough to ‍justify ⁤the⁣ map⁤ size. ⁤The ⁢size⁤ of​ Far Cry ⁢Primal’s maps, for instance, were⁤ a centerpiece in ⁣that game’s promotion, but⁢ when players ⁢were finally ‌able​ to ⁢dive in, the jedi-3s-open-world-smaller-than-survivors.html” title=”Request: Keep Star Wars Jedi 3's Open World Smaller Than Survivor's”>world felt extremely empty.

This‌ was also the‍ problem ⁤with⁢ Grand ⁢Theft Auto 5, with ⁤Los ⁢Santos ⁣failing⁢ to⁣ live ⁣up to player​ expectations‍ with‌ only a fraction of ⁢the‌ buildings ‌in the ​city accessible.⁢ Final ‌Fantasy 15⁣ came ⁤under fire for‍ many⁣ things,⁢ one⁢ of ⁤which was the travel ⁤times as⁣ players‍ navigated the ⁣massive 700-square-mile ​map. ​All of these examples demonstrate that ‌when a‌ game world fails⁢ to ⁤strike the ​correct balance between exploration ‌and ​details,⁣ players can⁤ forget or ‍miss important‍ things. The ‍other ‌outcome, however, ⁢is‌ far ⁤worse,‍ with players finding that‍ the⁤ world has been⁢ sparsely⁣ populated, making it feel⁣ like ‍nothing‌ but⁣ a⁣ vast, pointless⁢ void.

2023-07-19 14:24:03
Original​ from screenrant.com
‌ rnrn

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