» Fri May 27, 2011 12:41 pm
if you ask me, the nodes or "map chunks" system only works well in a first person game environment if the areas are absolutely stunning visually...in other words, make you forget that you can't get to something you can see from where your standing. fable 1 & 2, for example, contain maps divided into many many 'chunks'...and yes, some are tiny....however, i would have to say they're some of the best-looking in any game.
i prefer the gigantic, open-world for that very reason. I love how in oblivion and fallout 3 you can spy something waaay off in the distance, and then hoof it all the way there. it has to do with anticipation/accomplishment i guess. take for instance, something like Tenpenny Tower (ahem)... it's largely noticable from anywhere south of the map's central lattitude. within the first two hours of playing fallout 3 for the first time, i spied this tower while fighting raiders. "wonder what that is..." i said, and pointed myself at it. 10-15 minutes of hiking/fighting and i was at the front door talking to a guard. if i had to wait through any load screens, no matter how short, this effect, for me would be ruined.
and besides, all of the interiors are their own "cells" and the overworld is the only cell that is as big as it is. for me, this works fine and it's one of the things i love most about Bethesda's games. it just makes a big world feel bigger.