>>4137
Yes, and no.You need great level designer in both cases, in this Corridor-based open world.
When you don't have a good level designer then you get tired really quickly because of the linear nature of this design, to begin with and not understanding that the first few levels should feel ebin or awesome, then over time feel like you are a bad-ass when going back, also being forgiving when it comes to putting a rest point or save point. if you fuck up there, and that the walking to each save point feels like going to a boss of that level, you have fucked up.
If you have too many enemies because it would feel cooler or that it would be cool during co-op play, you have fucked up.
With this field open world, that problem isn't really there you have automatic goals, and can make goals along the way you aren't driven to just a goal or two goals or at maximum 4 goals, the goals can be unending, in that respect.
But, you need a good level designer and a UI designer that knows what they are doing, if not you have fucked up and intimidate the gamer.
>>2696
This pic here is funny, in a way it isn't refutable , if you don't know the games or which one those is an open world or a linear designed world.
If you can sit with a straight face and say that "Tales of" games are open world like xenoblade. or is as open as breath of the wild then you are a gigantic liar.
>>3895
watched the new armored core gameplay video?
you know now, what FromSoftware is going when it comes to level design and what they are shooting for when it comes to level design.