Procedural Scale vs. Curated Intent in Open World Design
DesignComments
This connects to the concept of affordances (the perceived properties of an object that suggest how it can be used). When landmarks are curated, they provide an environmental affordance that signals a gameplay goal without needing a waypoint marker.
But what about games that use systemic interactions to make a generic forest feel unique... like when a fire spreads through the brush based on wind direction... doesn't that give the space a personality even if the trees are the same?
does the loss of spatial identity actually impact player retention or just the aesthetic experience?
We went through this exact cycle with the infinite map era a few years ago. The industry just rebranded bloat as scale until players stopped exploring the edges, which is why these tighter maps are appearing now.
It's not just a trend; it's about how players actually move. If I'm spending twenty minutes trekking through a procedurally generated valley with no unique landmark to guide me, I'm just checking a map every five seconds instead of playing the game.