Now onto the big question, what are your thoughts having an element of randomization in the game world? To explain in detail, I'm currently designing an open world game all taking place in a single large city. While I originally planned to only have story line specific buildings enterable (a bit like GTA), I've been thinking of having something like the way oblivion gates were set up in ESIV in that the majority of the buildings would be assigned with a random interior. Loot will be an important aspect of the game, but I realize this also leaves the possibility of the game becoming really repetitive and could leave little reason to explore.
Mostly I want to know what you personally would enjoy more; a world with lots of buildings you cannot enter and a few ones specific to quests, or one with that and generic interiors with variations in loot. There would be a bit more variation, with having certain buildings like marketplace shops obviously being different than the interiors of the shanty town section. So far I'm thinking of having 10 different interiors for each type (cheap shop, expensive shop, shack, expensive home, etc).
The thing is I want the game to have scope without wasting too much time on it. Bethesda's fallouts have mostly generic NPCs and important named ones which allowed for shorter development times, while Oblivion had almost all named NPCs but empty towns due to this. Which do you feel is the lesser or two evils?
Thanks in advance to anyone reading this over, it's getting late and I'm sure I screwed something up in this post, will clear it up as soon as I'm not sleep deprived
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