cornsnake said:
The Desperate Times level actually proves the theory very well. You drop from a ledge into that area so you won't be able to get back. And you can't leave that first open area without help from an NPC. And it isn't necessarily that little ladder sequence where they stream in the next part of the level, but rather I think it happens during the whole fight since you won't be able to leave that area during the fight. After that you quickly reach an elevator which gets stuck, once again blocking you way back.
I know it does, but the area is also huge and the point was more to show that the "ladder sequence" didn't do much in this area besides holding the player back until the battle has been won. I agree on the loading bit and would go further to say that the loading is done while inside the building and being pre-ocupied with climbing up around it.
Laa-Yosh said:
Also, the whole open world discussion is b***shit because you guys keep bending the meaning of the term.
I find this remark a tad bit ironic and annoying given that I asked more than one time for a definition of what kind of open-world games we're talking about. Suffice to say, you never really gave one, so how are we bending it?
The point at which you entered the discussion was the argument used, that the games linearity gives them the opportunity to deliver the imperssive graphics that they are, implying that if they didn't stick with the linear gameplay, the graphics would surely take a hit. I agree, that linearity does give benefits that can be exploited one way or the other - and that a team like ND would be silly if they hadn't exploited it in any way. No argument there, really.
On the other hand though, I don't see it as guaranteed proof either that ND used this solely on visuals or that this somehow negates the engines ability to offer a non-linear gameplay experience at these visuals. We, who have played the game, have offered views and named specific parts in the game that show that despite all the smoke and mirrors (which is present in all games), that there is a lot of streaming going on that isn't necessarely confined to intelligently placed sequences. If anything, it's more down to excellent level-design that makes the progress of the game predictable.
Now maybe if accoarding to your definition of open-world-games, there must be helicopters, cars and the option to be anywhere at any given time in a split of a second, then sure, you're absolutely right that the graphics would take a hit. No one ever really argued this though.
If the game offered Tibet as an open city to explore with various routes to chose from at the same time, I bet you could keep the same visuals as long as you confined the gameplay within the bounderies of the engine. This includes putting in some "climbing elements" where you'd need to slow down the player to preload the approaching area etc. Smokes and mirrors - but what is so new about that, as long as the game offers more than a fixed linear path?