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  #31  
Old 06-03-2011, 08:16 AM
Hiro Hiro is offline
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Quote:
Originally Posted by DeCeaseD View Post
It's all personal preference, you can't just go around telling people that they should make smaller maps just because YOU think they should. It's what they think/want to do that really matters.
even if their project is so large that they'll never conceivably complete it?
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  #32  
Old 06-03-2011, 12:22 PM
Crono Crono is offline
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Quote:
Originally Posted by DeCeaseD View Post
It's all personal preference, you can't just go around telling people that they should make smaller maps just because YOU think they should. It's what they think/want to do that really matters.
You're right, it's all personal preference. Much like horribly ugly GFX and crappy ideas are all personal preference.
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  #33  
Old 06-05-2011, 05:46 PM
Spark910 Spark910 is offline
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Small is nice

Things like forest areas etc don't need to be on the main overworld nor do various islands, they can have their own maps with some sort of link to justify it such as travelling by boat to arrive at the island (a lot of worlds prefer instead to make you swim or have bridges connecting them) or perhaps going into a cave system and then arriving back outside in a forest.

This way the actual travel around the overworld itself to the various access points to these other areas is quick allowing people to easily meet up without having to run for ages.

Big worlds can be fun if there's effective transport (such as 2001 and the train) but then I think the trains themselves were infrequent and the drasine's entertainment value wore off after a while. A more-frequent train would have been a lot more enjoyable - such as every 2-3 minutes!

But then I don't want to support the big overworld argument as it takes too much time to level it all and distracts from content the players will appreciate more - such as using that time to think up and develop quests and other interactive things.
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