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- Aug 18, 2012
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So I've been working, in text form mostly, over the story of a game I hope to make at some point and am having trouble decided how should towns and dungeons be connected in the game. An important information regarding this is that the story takes place (mostly) on a single continent surrounded by several smaller islands. This is inspired by some recent Tales of games where stories focus on a smaller area, yet are still rich in details.
Like the title suggests there are a few options I'm considering:
TBH I'd probably try for something akin to Tales of Arise, but still... I'd like to hear others' opinions on this.
Like the title suggests there are a few options I'm considering:
- World map – the classic take on world exploration as in the distant past there were rather significant limits on memory.
- Large local areas – the best example would be Tales of Zestiria where each field map is a rather large area that connects to various dungeons, towns, and other fields. To a lesser extend Tales of Arise also applies but it generally has much smaller local areas.
- Areas divided into multiple smaller locations – the best example would be Tales of Berseria with a lesser extend on Tales of Xillia and its sequel since those last two are more of "corridors between mountains" but still applies. In Berseria each field was divided into several areas, allowing for a more varied exploration without excessive open areas like in Zestiria.
- Select location from a map – this one is rather... bland: you have a world map displayed and on a side a list of available locations, kinda like airships work in Final Fantasy X and Final Fantasy X-2. There's hardly any possibility to add some hidden locations or promote exploration with this option though.
TBH I'd probably try for something akin to Tales of Arise, but still... I'd like to hear others' opinions on this.