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How big should an overworld be?


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Poll: How big should an Overworld be?

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#16 symbiote01

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Posted 31 March 2016 - 08:37 AM

In a lot of cases (and most of the Zelda series of games) a gimmicky 2nd Overworld is in order (Light World/Dark World, Seasons, Twilight Realm, etc.)  Even the original LoZ had a 2nd Quest with similar but different OW.  Each of these are essentially on-top of one another or mirror images/echoes of each other.

 

Phantom Hourglass and Spirit Tracks have whole different regions that might translate into 'other overworlds', as does Twilight Princess and Skyward Sword, depending on how big you make your regions.

 

But it really depends on the scope of your project.  If you are building a grand saga spanning multiple continents with diverse ecosystems, you might have two or more OWs.  But if you find yourself throwing in lots of 'filler' screens just to take up space, you might be able to get away with just one.  One of the features of LoZ was the microcosm- a whole universe in one (seemingly) continuous OW.


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#17 Kivitoe

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Posted 31 March 2016 - 09:53 AM

In a lot of cases (and most of the Zelda series of games) a gimmicky 2nd Overworld is in order (Light World/Dark World, Seasons, Twilight Realm, etc.)  Even the original LoZ had a 2nd Quest with similar but different OW.  Each of these are essentially on-top of one another or mirror images/echoes of each other.

 

Phantom Hourglass and Spirit Tracks have whole different regions that might translate into 'other overworlds', as does Twilight Princess and Skyward Sword, depending on how big you make your regions.

 

But it really depends on the scope of your project.  If you are building a grand saga spanning multiple continents with diverse ecosystems, you might have two or more OWs.  But if you find yourself throwing in lots of 'filler' screens just to take up space, you might be able to get away with just one.  One of the features of LoZ was the microcosm- a whole universe in one (seemingly) continuous OW.

Then again, the 2nd quest is basically a different game inside one if that makes sense.



#18 Nathaniel

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Posted 31 March 2016 - 10:35 AM

I see the size for many as an eventual consequence of what one does with the quest.  It could be part of 1 map, 1 map, 1 map and part of another, several parts of a bunch of maps, etc.  Additionally, it doesn't have to be a rectangle either, meaning you just use the screens you wish to use.  If you do choose to go full rectangle though, have plans on where your hot spots (more important stuff) are going to be, so you don't get a large area of very little going on, or worse, a lot of nearly empty screens.  Fixed shape = good distribution.  Unfixed shape = no worry about distribution.  If you place too many restrictions on how you want to build your quest, you may end up with something that leaves a lot to be desired for you.  Restrictions on design may be a starting point, but you eventually might find a time to break them.  The first critic of your work should always be yourself.


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#19 MermaidCim

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Posted 02 April 2016 - 06:57 AM

Keyword here is standard. I think 1 map will suffice.



#20 Alucard648

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Posted 03 April 2016 - 12:48 AM

As large, as you can.



#21 grayswandir

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Posted 03 April 2016 - 07:52 AM

I actually really like overworlds. I think that they should be as large as possible, with as many as possible. :)

Of course, that's only as long as you can keep the screen design interesting. You should stop once you find yourself repeating things.

 

The only caveat is that you need a decent warp system, or other way to get from one end to the other fairly quickly once you've explored it.


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#22 Mani Kanina

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Posted 03 April 2016 - 06:39 PM

In Link's Awakening, Oracle of Seasons and Oracle of Ages there is one 16x16 overworld. So that would make 2 Z1 overworlds for 8 main dungeons.

Well, no, this is actually untrue. The Link's awakening map is 16x16, but Oracle of Ages have two 14x14 overworlds (past & pressent), and Oracle of Seasons have a 16x16 (overworld) and a 11x8 (subrosia) overworlds. Furthermore both oracle games have a special map section in which there are actually three different versions of them, one per companion. (Oracle of Ages also have the underwater overworld if you want to count that as part of the overworld instead of as caves).

And that's also missing the major part where the screen size is completely different in those games compared to ZC. A ZC screen have room for way more tiles, so if you follow the same design avenue as the GB/C games then you should probably not need as many screens as those games did.


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