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Improving Open Worlds - Survey Results


Purzzle
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Hiho everybody!

On friday, I shared a survey about improving the three open worlds.

Today I want to show you the results!

But first up: If you haven't participated in the survey, then why don't you do so now?

More data is more good. I'll start updating things as soon as I get some more responses.

Results

Spoiler

KO8PPWq.jpg

Imgur | Google Sheet

Stuff

Past Surveys | Discord | Twitter | FAQ

Cheers!

Edited by Purzzle
Updated with results
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vor 4 Minuten schrieb PublikDomain:

Don't we already have this?

You lose rewards by doing so. As far as I know, exiting through the gate/elevator is the only way not to lose any progress.

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To me the biggest problem is that they often feel cold and lifeless no matter how many tricks DE uses. 

To begin with only four players already limits things, and using player hosted connections even more. 

But to me we could at least have a better facsimile if we had more neutral/good NPC presence outside of the relays themselves.

I know DE has given solid lore reasons why we don't see many NPC's on the maps, but that doesn't change the fact that a robust NPC presence in the actual open worlds, and not just their relays, would really make it feel more real. 

In MMO's, you come across small villages being held by enemies, groups of random NPC's who need escort, farmers with their cattle being attacked, or whatever. You don't need to "start a bounty" to trigger them and they regularly reset if you stay on the map long enough. It makes it feel more like a real world, even if you only come across a few people in that deserted part of an MMO map.

But in WF, I feel like it wouldn't matter if the map had more players. It is still just a killing floor with no real, normal npc people to see, and fight for and interact with. We just go in and get resources and kill stuff, but in a bigger map. It doesn't feel dynamic, it doesn't feel alive. It feels cold and lifeless. 

It needs PEOPLE. Not just enemies to slaughter

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  • Purzzle changed the title to Improving Open Worlds - Survey Results

Nice, ty man ^^.

Also, kinda surprised people think OV needs a make over, while Cambion Drift does not. OV is, imo at least, the most eye pleasing (or even relaxing) of them, while CD is way too red for my tastes (too much eye strain for me, but not so much any more).

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40 minutes ago, Kaggelos said:

Nice, ty man ^^.

Also, kinda surprised people think OV needs a make over, while Cambion Drift does not. OV is, imo at least, the most eye pleasing (or even relaxing) of them, while CD is way too red for my tastes (too much eye strain for me, but not so much any more).

same
not so much eye strain anymore too since i don't go there anymore xd

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47 minutes ago, Kaggelos said:

Nice, ty man ^^.

Also, kinda surprised people think OV needs a make over, while Cambion Drift does not. OV is, imo at least, the most eye pleasing (or even relaxing) of them, while CD is way too red for my tastes (too much eye strain for me, but not so much any more).

I actually like both a lot, CD nailed the infested vibe, OV is just really pretty.

POE is just so dull compared to the other two.

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Baffled by people wanting larger maps.. probably the same that voted 'never to rarely' on visiting open worlds. It's just thousands of km's of nothingness that have to be traversed over and over. How is that fun?

I definitely prefer Cambion Drift, not too small, not too large. And definitely more memorable than OV or PoE ever were. My favorite open world by far, despite it's .. 'special' mechanics. 

Edited by (XBOX)TyeGoo
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4 minutes ago, (XBOX)TyeGoo said:

Baffled by people wanting larger maps.. probably the same that voted 'never to rarely' on visiting open worlds. It's just thousands of km's of nothingness that have to be traversed over and over. How is that fun?

I definitely prefer Cambion Drift, not too small, not too large. And definitely more memorable than OV or PoE ever were. My favorite open world by far, despite it's .. 'special' mechanics. 

My problem in Cambion Drift is that something about the colors combinations used really hurts my eyeballs and gives me motion sickness really fast... the other open world maps don't do that. For that reason I almost never go back even though I enjoy it overall.

I've considered getting some bluelight glasses to avoid eye strain in general when gaming, but I'm not sure that would help that much with this specific problem or not. 

Apart from that, I think it is a tad bit claustrophobic in a few places, but overall map size-wise I think it has it about right. 

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1 hour ago, (XBOX)TyeGoo said:

Baffled by people wanting larger maps.. probably the same that voted 'never to rarely' on visiting open worlds. It's just thousands of km's of nothingness that have to be traversed over and over. How is that fun?

I'm quite certain the implication is bigger maps with more content to explore. As you've said vast emptinesses is not fun, but that is assuming the roughly same amount of time was spent compared to a smaller map. I see similar to the last survey there were requests for wildlife zones, vast spaces would solve that if dropships and enemy spawns weren't based on your location. (Not something I particularly care about, but others seem to have brought it up).

I think the desire for larger maps might also be bound to a desire for something impossible... An openworld that you can spend days to weeks exploring without running out of content. Something that is more of an openworld game rather than a pregenerated level.

When I look at the main things I would change in the openworlds is the addition of long term gameplay. Not just do a bounty and leave or get the animal/fish/ore you need and leave, some reason to hang around over multiple world cycles. A bit of this can be achieved by having larger maps with more things to explore, but only for a short while. After a week or 2 there won't be anything new to explore and it will return to having low power to hold attention for extended periods.

Regarding the "never to rarely" claim: Data seems to suggest the opposite. Average of each level of interaction's opinion on how large the maps should be:

  1. 5.4
  2. 5.36
  3. 5.694
  4. 6.4325827
  5. 6.105882353
  6. 6.21

Not a large deviation, but a general upward trend.

Looking at the data backwards to see the average amount played by each group of size preference gives the following:

  1. 3.162790698
  2. 3.130434783
  3. 3.442307692
  4. 3.542857143
  5. 3.2954
  6. 3.571428
  7. 3.831168
  8. 3.703125
  9. 4.0625
  10. 3.53

This again has an upwards trend.

This does not take into account the sizes of the specific groups and only looks at the average vote in one category compared to a vote in another category, but it seems to show that those who believe they've spent relatively more time in openworlds are also more likely to desire future open worlds to be larger. The issue is that the first question is impossible for an individual to answer 100% accurately unless they never spend time in openworlds or are constantly playing them, as it is based around the individual's perception of the community's interaction with openworlds. The 2nd question also has limits that are based around what we currently have, you can't select smaller than Deimos, nor larger than Orb Vallis. You can see the peaks on 1 and 10 in the graphics Purzzle provides, with the almost normally distributed center, this seems to indicate a desire for both maps larger than Orb Vallis and smaller than Cambian, which my basic calculations can't account for.

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On 2021-04-24 at 12:48 AM, Purzzle said:

Hiho everybody!

On friday, I shared a survey about improving the three open worlds.

Today I want to show you the results!

But first up: If you haven't participated in the survey, then why don't you do so now?

More data is more good. I'll start updating things as soon as I get some more responses.

Results

  Reveal hidden contents

KO8PPWq.jpg

Imgur | Google Sheet

Stuff

Past Surveys | Discord | Twitter | FAQ

Cheers!

The infographic works perfectly in both desktop and mobile <3 :)

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Problem with open worlds is they are one and done and no replayable game modes. Once you acquired everything, there is no reason to come back to it. Cambion Drift do address this somewhat by adding that Entrati Ayatan, but Endo as the only carrot on a stick is not enough. They can fix open worlds easily by adding :

  • Replayable star chart game modes : Arbitration, Void Fissures, Lich Missions.
  • More evergreen rewards in Syndicate offerings : Relic Pack, Kuva, Aura Forma BP, Stance Forma BP, Umbra Forma (Umbra Forma can be available for a limited time like Teshin’s Shop).
Edited by DrivaMain
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19 hours ago, stormy505 said:

I actually like both a lot, CD nailed the infested vibe, OV is just really pretty.

POE is just so dull compared to the other two.

Probably because Plains looks too close to actual, real life Earth (such as the hiking/camping spots in California); whereas the Vallis and the Drift actually look exotic, futuristic, etc. which is what has always set Warframe apart from the rest of the market

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