Is it possible to create a GOOD open world game with empty world...

Is it possible to create a GOOD open world game with empty world? A game where the core of the gameplay is to avoid engagement and travelling slowly through a hopeless world where achieving a goal such as finding a shelter does not give you satisfaction, because you can't just stay and live somewhere because there are no supplies etc. and you're going to sleep there and get back to journey in the morning, interaction with people is not advisable because they're probably kill and rob you, or even eat you. Think something like this movie "The Road" with Aragorn and this little faggot. Can a game with an empty world where not much is happening be good? You could walk slowly for an hour before you would get somewhere, but it wouldn't be just plain W holding, because you would have to be careful and scout the terrain with bioculars, carefully approach every corner and every visual obstacle, because there may be danger behind it. If you see people or monsters on the horizon, you would hide or try to walk around them to avoid contact, because you don't have many ammunition or in some other way are underpowered. If you see a house, you approach it from the side, not front, sneak to it and look through the windows before entering. You would also need to scavenge supplies in order to survive. And all that in an empty, grey world alike to this from "The Road".

I would play the shit out of such a game. Would you? Do you think it can be done right?

tldr

>travelling slowly through a hopeless world
Fuck lower astral planes man

Trump

MAKE

...

OP try using comics next time cause amerifats can't read sentences longer then their own name

You just described Dayz

S.T.A.L.K.E.R is pretty good

VIDEO

FAKE

Yeah, it's one of my favourites, but they don't really fit my idea. Too many people, friends, shelters, too little hostility between the player and the world/other characters. Too pretty (green) environment with all those trees etc.

Sounds too desolate and bland to be enjoyable.

you ever heard of prey for the gods? It got funded on kickstarter and seems to hit most of the notes you're looking for

The Long Dark does something like that with wolves and bears, you always have to keep an eye out when travelling looking for supplies

Unsurprisingly the game is boring and repetitive

DayZ

it's also a crappy game with shabby mechanics which makes exploration and survival boring and tedious

Tldr; Can a open world, post apocalyptic simulater(the whole 9 yards by "post apocalyptic simulater" standards) be done well/good?

Will look that up, thanks.

>Is it possible
Yes.

Just like real life

Tell me more

How would you achieve that? How would you balance the gameplay so travelling doesn't get boring?

>GOOD
>open world game
Chose 1

On lower astral planes movement is very slow, like in max payne drug sequence. Also they are either foggy like silent hill or completely dark.

I'd argue the opposite

effective survival and finding rewards in exploration would give me satisfaction

the long dank relegates everything to a fucking lame loading bar, or at least it did the last time I tried it

>How would you achieve that?
You'd better start with this question next time.
And no, I don't have an answer.

Stop memeing. Not all open world games were made by Ubisoft. Start playing good games and stop spewing "there are no good games" bullshit, Ubicuck.

Neo Scavenger for the win

I don't even understand how you'd want the game to work. The Long Dark is a walking simulator that fits your original description quite well

Yeah that sounds like early DayZ to me, now it's just PvP

Different user: I would do that by creating a hand-crafted world with everything, from buildings, to plats, to food items, set still, no procedural degeneracy bullshit. Finding a shelter in a game (assuming the game looks like OP described) would mean finding some canned food and other stuff that you can eat instatly or take with yourself (with limits of course) and... that's it. You would be able to shoot an animal, but you wouldn't do that, because you wouldn't want to waste ammo. Maybe I would allow the player to set some basic traps, but it would require risking and camping in one place until it catches something. I don't really see what is hard in that.

The problem is that the developers do. None of the things that I described is original or revolutionary, all of that shit is in games, but it is never balanced well. I don't understand why devs can't get that right. They almost always give you too many options (like building in, iirc, DayZ - you can build fuckig everything in no time, if you have resources). There should be like 3 types of traps, two types of basic shelter that will protect you from rain but not cold, campfire and nothing else in this kind of game. What is so hard about that?

Another problem that I've noticed with this type of games is that the characters move too fast and get fatigued too slow, if at all. In a post apocalyptic world similar to The Road, the character should be slow as fuck. The world wouldn't need to be some super large, because the amount of time necessary to go somewhere would be an effect of character's slow movement (which would result from starvation, exhaustion, and the fact that they're stepping through fucking ashes) and difficulties such as obstacles or enemies.

Too simplistic, another walking simulator.

there was a potential ubisoft did called I`m alive
now if they make a full fledged open worldversion of "I`m alive" thats the game id definitely buy and love ubishit again

>Based viggo
>Post apocalyptic road trip
How have I not heard of this?

This. Go play I`m alive. Its exactly what you described, but sadly it was a half arsed game

I'm Alive was good until you found the people in the hospital and they sent you on a mission which was basically climbing two hundred buildings using the pipes sticking out of them. I dropped the game during one of those climbs when it exceeded half an hour with nothing else happening in between.

Another thing that I hated in this game was this Ubisoft climbing design with conveniently placed ledges, pipes and fractures. In AC series it was passable, because they fitted the design of the cities more or less, but those pipes sticking out so coveniently out of collapsed buildings in IA just threw me off.

Check out Cataclysm: Dark Days Ahead. One of the best open world survival games. Normally there are monsters, but you can disable them and add NPCs if you want.

Cute!

>Cataclysm: Dark Days Ahead
Ehh, I fucking hate ASCII graphics. Will try that out anyway, because I'm desperate for this kind of game, but ASCII graphics is still the worst abomination in gaming.

Tile sets exist, but be sure to download experimental version with them.