The_A_Drain wrote:Huge locations are great when they feel like huge bustling locations, not just a big cavernous space for the sake of making me walk for a few extra minutes. But alternately, this can have its place too, huge empty ruins for example should look like they could have been huge bustling cities.
I have nothing against big locations which I visit once or twice on a quest. What I'm aiming at, is huge distances that I have to manually walk a lot of times. For instance, in some RPGs (*cough* ME *cough*) you need to load several different maps to visit all your party members -- this is unacceptable. The same for long useless corridors in locations that you'll going to spend a lot of time in.
[quote=cyrilverba]i'd love to have big locations serving no purpose and being seemingly (or really) empty. i liked walking around in f3/nv and i loved how f1 had that aura of empty desert with long distances between locations and places like the glow/vault 15/necropolis or some ruins inside locations. f2 seemed overcrowded to me.[/quote]
F2 seemed overcrowded because you were travelling on the map -- realise that most of the time your character spent walking across the word map, was on a deserted desert. Should you do the same in F3 (ie. only use fast travel), you'd fell the same.
And I admit, I enjoyed running across the desert in F3 listening to some cheerful music on the radio, but I don't really think being forced to do that will work well with isometric/top-down RPGs. I'm actually not opposing having long distances between cities, so long as one can use world map to fast travel between location the way one could in Fallout 1/2.