I'm not going to add a poll, because the conversation just gets shallow and anemic.
Also, this ain't your daddy's versus thread, so give me a sec to explain.
Exploration is an element of gaming that has spread from RPGs to 'Action-Adventure' games, shooters, and the like. It's an integral part of immersion for single-player campaigns, but the basic approaches to the concept are oft under-examined by fans.
As far as I can tell, there are two essential approaches: wide vs deep. Now, I'm not saying that these are the only approaches, just that they lie on a spectrum and that games will find a place for themselves along it somewhere.
Deep - think along the lines of "Dungeon Crawling", the archetype perfected by Diablo 2 and taken to the extreme by Dante's Inferno or Fate. Organized around the idea of 'levels', it involves ever delving deeper into one/several cave/dungeon/maze or going upwards into a wizard's tower.
Wide - think GTA or a Bethesda game, or more recently Red Dead Redemption (aghhh when is the PC release coming?), plains/forests/highway to the horizon with landmarks here and there. A game might have several large 'wide' areas, such as Assassin's Creed, or one 'wide' over-map with many 'deep' nodes - like Bioware games.
So, where do you like your games to lie on the Wide-Deep spectrum? Is there one game that does it perfectly for your liking? Is there a game that you like, but would love if it moved itself toward one or the other side of the spectrum?
For example, I know people who criticize Oblivion for having really shallow dungeons, i.e. no depth. Other people (myself included) criticized Mass Effect 2 for having no real width i.e. no real free-roam areas.
Also, this ain't your daddy's versus thread, so give me a sec to explain.
Exploration is an element of gaming that has spread from RPGs to 'Action-Adventure' games, shooters, and the like. It's an integral part of immersion for single-player campaigns, but the basic approaches to the concept are oft under-examined by fans.
As far as I can tell, there are two essential approaches: wide vs deep. Now, I'm not saying that these are the only approaches, just that they lie on a spectrum and that games will find a place for themselves along it somewhere.
Deep - think along the lines of "Dungeon Crawling", the archetype perfected by Diablo 2 and taken to the extreme by Dante's Inferno or Fate. Organized around the idea of 'levels', it involves ever delving deeper into one/several cave/dungeon/maze or going upwards into a wizard's tower.
Wide - think GTA or a Bethesda game, or more recently Red Dead Redemption (aghhh when is the PC release coming?), plains/forests/highway to the horizon with landmarks here and there. A game might have several large 'wide' areas, such as Assassin's Creed, or one 'wide' over-map with many 'deep' nodes - like Bioware games.
So, where do you like your games to lie on the Wide-Deep spectrum? Is there one game that does it perfectly for your liking? Is there a game that you like, but would love if it moved itself toward one or the other side of the spectrum?
For example, I know people who criticize Oblivion for having really shallow dungeons, i.e. no depth. Other people (myself included) criticized Mass Effect 2 for having no real width i.e. no real free-roam areas.