Wuthering Waves' Open World Has a Problem

Ойындар

I still think this will be a game I play for a very long time.
If you enjoyed the video, don't forget to LIKE and SUBSCRIBE.
Chapters
00:00 - Intro/Set up
02:21 - Journey and Discovery
04:01 - World Quests and Lack of Real Discovery
06:25 - Port City of Guizu (Most Interesting Region)
08:52 - Music
09:25 - Summary of Issues
10:17 - The Solution
12:36 - Conclusion
#wutheringwaves #gacha

Пікірлер: 57

  • @Endeavor17
    @Endeavor1710 күн бұрын

    Thanks for watching! Despite some of my gripes, I'm definitely looking forward to 1.1 from the teases. Btw, if anyone's wondering why their comments to that thread went missing, I went ahead and hid that thread. Person in there was getting a little TOO schizo towards others.

  • @nottyseel949

    @nottyseel949

    9 күн бұрын

    Very well put, but please more examples of what you actually would like to see. Possibly just references to other games that do what you're looking for? I imagine Elden Ring might be an example? I gathered the part about the landscapes in the instances being more intriguing, and the reason that might not work out from a technological limitation standpoint, but then what? I'd like to see a little more relevance in the enemies in the area, and a connection to the world boss of that area, for example. MMOs tend to do this very well, where the quests, side quests, materials, weapons, gear, and enemies in an area are all telling the story related to usually the world boss in that region. The difficulty navigating as well as the density of challenging enemies increases as you get closer to the boss to the extent that the map actually feels like a designed instance. A common playthrough will involve visiting or infiltrating the area and locating quests that may lead you to items (weapons, materials, or gear) and elite bosses. The world itself will tell the history in the areas like ruins and battle sites. As you continue questing and exploring, you generally get stronger and better equipped until you've mastered the area, learned the story of the area and are strong enough to approach the world boss for the most essential gear or weapon and usually a completion of the equipment set for the area. I could see this working very well with Monkey zone for example. If as you approach the boss, the environment becomes increasingly difficult to navigate if you are not a giant monkey. Lots of ziplining and parkouring required for the highest value collectibles. Also, stronger and stronger monkey-aligned enemies (as well as the best area to grind the aero set, probably the aero tacet field as well). Nearby packs of enemies and tribes that may have been pushed out by the dominant monkey factions. Possibly even where those creatures would have had an environmental advantage like a lack of trees, high mountains, or even a place where the trees were specifically cutdown by humanoid tribes, etc. World quests directly connected to fighting dealing with the boss and monkey factions fighting one another etc. In WuWa and Genshin, the bosses somewhat seem to just appear out of nowhere which seems an opportunity missed for making the world more immersive. The Mech boss being a clear exception, but why would the Heron be in the middle of a plain? Stuff like that. I agree they are close with the way the world quests do all feel like they are telling the story of what is going on in the world, rather than just helping random people do a completely irrelevant day job. But I do think they can increase the value of the world and its immersion through design choices like these. Especially since they've conquered one of the main hurdles to expansive exploration, boring, painfully slow navigation/movement.

  • @cookiewithlove2081

    @cookiewithlove2081

    9 күн бұрын

    In a sense, this game just need to cook up more content and some co-op fun to resolve most of its problem. Something genshin 1.0 suffered the same fate before its updates: which will forever be a stain in my memory.

  • @trashbuilds8351

    @trashbuilds8351

    9 күн бұрын

    Your idea of the sideways/upside-down mobs is genius - a great way to keep the same content but with a twist so that the area feels totally unique to everything else! And yeah, the dungeons as just part of overworld - especially the puzzles that unlock harder mobs like the rotating walls with symbols is something I think later patches of Genshin does really well (even though they also have cool dungeons you never use again) - but I'm thinking that Unreal Engine is already harder on mobile phones than Genshin so it might just be too much (genshin can feel dead and sparse in other ways like character expression and npc limitations).

  • @looiyuanjieyuanjie1451

    @looiyuanjieyuanjie1451

    8 күн бұрын

    well luckily this is a game by kuro who is very responsive to feedback, where players have more power over it but still there are toxic players who can ruin the game and also disrespect the developers time.

  • @Aberfflur
    @Aberfflur10 күн бұрын

    Edited 8 minutes after posting to provide more insight to WuWa's new musical choice. I think one of the biggest hits towards environmental identity is the lack of music to distinguish these areas from each other. Just as an example to contrast: Scarlet Nexus has excellent tracks to supplement their world design. The track, "Concealed Atrocities," maintains the futuristic theme of the OST, but integrates a lot of disharmonies, reverses the sounds of some instruments, and actually integrates Yuito's leitmotif at a staggered tempo to sell the feeling of foreboding, mystery, and invasion. "Frozen Breath," meanwhile, rids itself of all disharmonies, simplifies its instrumental structure, and slows its tempo, invoking the calm serenity of fields of snow. Once again this song uses a character's leitmotif, but it's Kasane and Wakana's which shows their ties to Togetsu. Memories encased in ice. There's not a single soundtrack in WuWa that gives me this feeling other than the new leaked 1.1 tracks. It looks like they're improving For example, "Thaw of Eons" This track actually feels like ice. Rivers on the verge of crystallization, abandoned and forgotten civilizations hidden under clouds of snow. Using this track during Jinshi's trailer provides another association, the dissolutionment of self and egoic sacrifice for the greater good. Jinshi sacrificed her "self" to ensure that Jinzhou's future would thaw, and the rivers would flow once more.

  • @Endeavor17

    @Endeavor17

    10 күн бұрын

    Yeah, my thoughts too. I was thinking of going in depth with the music, but decided against it to keep the video concise. From what I heard of the 1.1 soundtracks, looks like things are indeed improving.

  • @keeichidarow

    @keeichidarow

    9 күн бұрын

    The one thing i wish they improve too is the actual volume of the tracks, cuz there's no way I will know if a music is good or not if I can't even hear it 90% of the time cuz it's 10 times quieter than everything else even at max volume. I shouldn't need to reduce the volume of everything else just to even notice that there's music in the game.

  • @Grand_Kekthew_
    @Grand_Kekthew_10 күн бұрын

    It's prolly because that they're in a room/dungeon as well as being linear in progression makes it easier for them to pull it off than to be in an open world? But yeah, even Jinzhou was prettier in Jiyan's Memory than the actual Jinzhou.

  • @Endeavor17

    @Endeavor17

    10 күн бұрын

    Yeah, that's what I'm thinking in part as well. They can curate the experience in a way they can dictate without the random factors that can happen in an open environment.

  • @SuperDenizen
    @SuperDenizen9 күн бұрын

    This is a thing about all open world game to be honest. I believe when new area opens up they will add more to the immersivness. Like how you gave detail about the floating structures. If they go all out on one area, basically they are setting themself up for faliure.

  • @whatamess8894
    @whatamess88949 күн бұрын

    Good critique video, perhaps in the future developers will be able to overcome any difficulties they may have in implementing these unique instances to the open world, because they have shown that they can. Maybe because the game is an open world gacha they reserved these settings for characters for now, giving a unique impression linked to these characters

  • @Nyarurin
    @Nyarurin9 күн бұрын

    i agree with what was said. I guess i just didn't have high expectations for gacha game worlds anyway - so the game didn't disappoint me with it's world, but it also didn't pleasantly surprise me like some places in Genshin did before. I just expect worlds in this type of games to be like a fastfood - good looking from afar but superficial and lacking depth and sustenance. It is not BG3 - where you could find mystery and interesting stories at every corner and under every other rock, here the world just meant to look presentable and contain formulaic tasks & rewards. This formulaic approach is basically why gacha games will always be a B tier games for me - it's not that i don't enjoy playing them, but i also don't have high expectations, they are kinda like going to McDonalds. The fastfood of gaming.

  • @demetrasims
    @demetrasims10 күн бұрын

    Great video! I like how you go into detail about what you like and don’t like about the game. It is short and to the point 👍

  • @Endeavor17

    @Endeavor17

    10 күн бұрын

    I appreciate it.

  • @dragonkyuu
    @dragonkyuu8 күн бұрын

    I wrote a longer comment as a reply but I also just wanted to say thank you for making this video as I had similar feelings while exploring (100% maxed world btw) and its always nice to see others perspective on these things as I love having discussions around games and how to make them better. very well articulated and I hope you dont receive unneeded hate for speaking your mind c: hope to see more design related content in the future!

  • @Endeavor17

    @Endeavor17

    8 күн бұрын

    i saw your, new comment. I went ahead and decided to try and clarify for them. I appreciate your help, and I agree with some of the things you even said in it.

  • @JKKCO
    @JKKCO9 күн бұрын

    Agreed I wish I could have articulated this when the survey came out. I was mainly focused on why rolling was so limited but I do hope they do something about the open world cuz I did enjoy it while playing through it the first time.

  • @kittsuyokamekiri
    @kittsuyokamekiri9 күн бұрын

    This is really good criticism! Let's hope we have something like that in Mount Firmament and future areas

  • @reisaizel4562
    @reisaizel45627 күн бұрын

    maybe they can add random encounters with stories to the game similar to fallout and skyrim. That way you can still explore old maps in the future and still encounter something unexpected. Like on that subway, everyday I always farm the ores there maybe they can add random encounters where you will see refugees, explorers etc etc.

  • @Endeavor17

    @Endeavor17

    7 күн бұрын

    Yeah, that could be cool. They might already have the tools with there patrols and stuff too.

  • @reisaizel4562

    @reisaizel4562

    7 күн бұрын

    ​​@@Endeavor17 i think thats the ingredient lacking on open world gacha games. the randomness of open world. If possible I want to see bosses roaming around instead of just staying put.

  • @whoisAPT38
    @whoisAPT389 күн бұрын

    Great video

  • @slahser
    @slahser9 күн бұрын

    I came to this video thinking I wouldn’t learn anything new, but I was pleasantly surprised. You have shed some light on the potential of this game. The solutions you’ve mentioned are really doable, but I guess the devs can only do so much for a gacha game. I always play on PC, and the only thing I do on mobile is the dailies. I can’t imagine how much worse the immersion is on a mobile device. I guess I won’t expect any changes, but if future installments incorporate even a small semblance of what you said, this game could become one of the best I’ve played.

  • @dynstyy8417
    @dynstyy84179 күн бұрын

    good stuff bruh

  • @trashbuilds8351
    @trashbuilds83519 күн бұрын

    excellent video, pacing and footage and I totally agree. They put so much work into designing such a cool open world, to then make it feel mostly empty and just about collecting a handful of stuff, takes away from each area portraying a distinct history and story. The tools for exploration are top notch, but the approach to the discovery aspect of exploration as you perfectly defined it, is lost other than changes made by quests. It starts to feel more like mmorpg's intentionally spacing out loot just to make the grind slower so you don't plow through content, rather than materials that build to something alongside the story. So for example, the way you collect data chips - I like that idea of relics/artifacts/broken things being scattered around the land but it would be awesome if after they were collected, it led to something more impactful - something that unlocks a cutscene flashback (cuz they are so good at making trailers on KZread), so a few seconds of that footage along the journey to show what happened in the past would be incredible. Like the underground train station you show - how cool would it be as you explore through, to get some short flashbacks of what happened and then at the end you uncover some object that you need to find an NPC or do something to uncover it's meaning. Then, that little cave feels significant, even without a huge story like for limited 5*s, but enough to where, a bunch of those moments around the map feel like they are building to something epic. Anyway I didn't word that concisely sorry but your video is so spot on. LOVE the game and exploration like you, and I love how the devs want to keep improving it so I'm excited to see how they build on this incredible base!

  • @trashbuilds8351

    @trashbuilds8351

    9 күн бұрын

    Just to add - I know quests help give each area an identity but you are locked into having a sidekick explain things or running back and forth - whereas if you uncover parts of the backstory on your own, outside of a quest, it just feels so much deeper. I do love how they have the good guys interacting with TD's and they show the health bars and you can join in to help them out - that's such a cool touch cuz it makes you feel like you are helping the main story rather than going around like a pirate stealing everything lol - more stuff like that where you stumble across something and can get involved outside of a quest-line

  • @Endeavor17

    @Endeavor17

    9 күн бұрын

    Thanks! Glad you enjoyed the video. I really like the ideas you propose here and I feel like they’d do a lot to make spots more memorable. Especially with these pieces building toward something.

  • @humbleopionist4366

    @humbleopionist4366

    7 күн бұрын

    Yea, even though I haven’t played Wuthering Waves for long and I’m just at rank 19, the quest for the white dream door really opened my eyes to how empty the world is, and quite frankly how much of a barren wasteland it feels like. I get that it sort of follows the lore, but coming from games like Legend of Zelda botw, it feels like the settlements, villages, ports, everything has this sort of empty feel. Coupled with the fact that there are annoying side objectives that you need to do for progression in the long run like getting sonance caskets and the fireflies, and it very much becomes very tedious instead of fun.

  • @trashbuilds8351

    @trashbuilds8351

    6 күн бұрын

    @@humbleopionist4366 I wonder if it's the sacrifice for using unreal engine? Sure, it's better on PC, but if you're making a game almost equal on mobile like Genshin, you can't have heavy graphics and a full world with unreal on mobile (although Genshin can feel empty and repetitive too). And the argument some make that you just need a better pc/phone is unrealistic because if you want your game to succeed, and most people don't have a $2k phone, then you have to aim for what more players have access too. I think using the same puzzles/chests in every area is fine IF the way to access it felt different - like if they aren't just sitting out in the open waiting for you to find them (having to find a way up the floating building and having chests at the top before doing the quest was fun cuz it felt like part of the story and made sense)

  • @humbleopionist4366

    @humbleopionist4366

    6 күн бұрын

    @@trashbuilds8351 Yea I definitely have that same feeling. My current Iphone is a 12 pro mini or the smallest size, and even if it isn’t that old it struggles to run WuWa on maximum settings 60fps. I can run everything on 30 fps, but I notice a lot of dips sometimes. I’m right now waiting for the mac version, which I believe has been hinted at by Kuro. I really don’t like how repetitive the game gets and how tedious it gets no matter if the exploration is different. This is the exact issue I had with the Korok seeds in botw, but what I do like is definitely how the pvp is more skilled compared to genshin. I feel like it would be cooler if in the newer areas the chests were more rare, but the chest rewards were higher, like maybe 400 gems.

  • @AfterAFashionASMR
    @AfterAFashionASMR7 күн бұрын

    I’m ok with the open world rn tbh. Imo it’s already outdone Genshin 1.0 in terms of diversity and scale of the world and areas. My biggest letdown is definitely the music, which imo is subpar and has a long way to go to catch up to Genshin. I do agree they could do more to make the overworld better and I like your suggestions but for 1.0 I’m satisfied. The music tho, that needs an overhaul and some more clear and direct creative choices. Ambient tracks and atmospheric vibes have their place but music needs to tell the stories of places too where appropriate and necessary. Imo the music is a huge reason why Genshin is so popular - it matters and the lack of any real direction or musical voice in WuWa definitely shows imo.

  • @hijodelsoldeoriente
    @hijodelsoldeoriente9 күн бұрын

    Great critique! I love how you communicate. Concise and brief. And not with theatrical mockery. And I do agree on most of your points. The game clearly has potential, I actually enjoyed the open world quests due to how they usually involve dynamic environmental design as well as the dynamic skybox and they involve some interesting lore or story involving the inhabitants and the environment. Some problems even just involves as simple as quantity. Like you said, once the main "regional world quest" was finished and the quest is done. There's no more interesting methods of fiscovery that could be experienced outside some dungeons like that Nier-like metroidvania perspective change. What's interesting is that, there are features from the CBT2 that were removed that to me, makes the discovery part more interesting because they attach a playable character to a specific region. For instance, Tiger's Maw and that lampilumen boss is tied to Danjin. Or the Inferno Rider to Lingyang (Awu before). They're removed due to writing reasons if I'm not mistaken. Keep up the great work. Constructive criticism like this is what we need for WuWa to thrive and be better in the future.

  • @Endeavor17

    @Endeavor17

    9 күн бұрын

    Thanks! Glad you enjoyed.

  • @eeeeepy
    @eeeeepy8 күн бұрын

    To me the openworld in wuwa is just boring. I haven't explored it fully maybe like 60%, but I already dont want to finish it. I agree with your thumbnail, its like there's just nothing of substance. I know people hate comparisons to genshin, but it does it's openworld a lot better imo. Yes the movement is slower, no grapple hook or wall run, but in wuwa you NEED those instruments because the world is big but empty, you can't even enjoy any sceneries because there's none. Yeah that pink tree is pretty, but thats it? When i was exploring in wuwa I can't even count how many times I've encountered literal barrens, where there was absolutely nothing! Just trees grass and hills on a huge plast of the map...Makes me depressed😂 I'm frustrated with wuwa tbh, I kinda want to check out the new 1.1 snowy zone but i know it's just gonna look pretty on the outside without anything inside.

  • @gtmg9735

    @gtmg9735

    7 күн бұрын

    Most of mechanic in openworld from cbt1 was gone because of rewriting the story. I think they cant finish that in time

  • @Tomil4444
    @Tomil44448 күн бұрын

    its not suprise if we say that game was a little rush but in the end of the day i think is just because of first region mt.firmament looks promising and i hope we have there also some things to do. I know so many ppl compare wuwa to genshin but there was the same case mondstad or whatever shi was called was also really empty liyue and inazuma on the other hand was much more diffrent and engaging despite puzzels in inazhuma gosh i hate them but still max out it all

  • @scottaikin4484
    @scottaikin44848 күн бұрын

    I’m curious on your thoughts to the stories you can unlock about each overworld areas. The 3-4 notes or data chips in every area except the main city, that only after finding all for the area does a secret quest pop-up and tell you to deliver them to the Storyteller. After delivering them, you receive an item with background story about something specific to that region. It gives uniqueness to each area. It’s a quest, but only one that appears after you stumble upon the last one. And it rewards you for discovering things that were never asked of you. Did you find those to be lacking, as they were too simple, or have you just not completed any of them yet, so you didn’t know? I’m sure you’ve found (accidentally) at least one of the papers or data chips. I had to look up where the others were, and I really enjoyed the backstories each area had. They were meaningful to me.

  • @Endeavor17

    @Endeavor17

    8 күн бұрын

    Sure. They’re a cool additional, but they don’t really provide a unique experience. They’re just items you notice and pick up. And you’re already doing a lot of that through general gameplay. I’m more so talking about ways to bring in discoveries that provide a unique experience and maybe even spectacle, as I feel that will be what provides that memorable “wow” factor.

  • @dokutah2480
    @dokutah24808 күн бұрын

    I believe why the world being as "lackluster" as it was for you was mainly due to the fact the devs were rushing the release, alongside way too much changes having to be made so they didn't have time to flesh out a lot of the world building and areas. I found it kind of empty at times too, aside from the abundance of flora and fauna and enemies of course. I had a way worse feeling in genshin where i'd walk past an area in lets say Liyue and it'd be like 200 meters of MAYBE(50/50) enemies and puzzles near the main feature of the region. Times where its just 4 flowers to pick and absolutely nothing. At the end of the day i do see kuro trying to get a share of the open world gacha rpg pie, and i do see the skeleton of genshin in wuwa. So i wouldn't say that it feels this way without a reason. However, do give them more time, and please do give this feedback in the next survey. They are very responsive. I believe kuro simply needs more time to flesh out the areas. I think the area in 1.1 won't exceed 1.0 due to the rushed release, however i will look forward to something like 1.2 or 1.3 if i were you.

  • @user-lp1in8il7p
    @user-lp1in8il7p7 күн бұрын

    Develop will definitely fix this because unlike a certain game they listen to us

  • @Endeavor17

    @Endeavor17

    7 күн бұрын

    Haha, I believe in them too.

  • @fiamma_23
    @fiamma_239 күн бұрын

    It's a problem in almost every open world game honestly. Just wide open space, at best filled with enemies, puzzles and treasures. After you loot them clean, no incentive to explore again, we rather just fast travel to our goal. Btw, in CBT1 that cave in Tiger Maw is tied to Danjin's quest.

  • @B0b-k3r
    @B0b-k3r9 күн бұрын

    I think you were supposed to do it the other way. Realizing that guy was so close to escaping by breaking that wall we broke so easily. Or that normal humans are so weak they can't break that wall like resonators.

  • @DT-bo1zk
    @DT-bo1zk9 күн бұрын

    While you make some good points i have to disagree with some, consider the post apocalypse setting of wuwa, the "wow" factor might do harm than good to wuwa, instead the world should be designed to invite the subtle melancholic and nostalgia feelings but please don't confuse that as something negative, it's the opposite of the "wow" from surprised discovery where you holding onto the hope believe something is there then feel like crying in happiness and grateful to find that something exists, is what i believe wuwa world should be rather than just excitement inducing. In my opinion as a music enjoyer, Wuwa should be learning from the music approach of BoTW the most in term of entwining subtle music with environmental sound, wuwa's devs did say they give utmost attention to the sound not just music alone so BoTW is the best example to learn from, more so, the vibe of BoTW's world already quite similar to wuwa. The next example for wuwa to learn from is Ender Lilies for the reason similar to my point above about the world, to express melancholy, nostalgia, hopeful feeling, the sense of keep moving forward amidst despair and adversity, which is well shown in the recent 1.1 trailer.

  • @YumeKakera

    @YumeKakera

    9 күн бұрын

    Jinzhou region as the 1.0 map is supposed to be the northern most frontier of Huanglong, which has been devastated by TD outbreaks for a long time. So I believe when we reach other regions the civilization and impressive scenes will be presented

  • @QueenAI-ph1xi
    @QueenAI-ph1xi8 күн бұрын

    Subtle hater

  • @deone4827
    @deone48279 күн бұрын

    although it was not really mentioned and you dont want to make it obvious, but you seems like you were saying that wuwa should have copy genshin in the openworld mechanics. then maybe you are the problem and not the game. my thoughts? i like the game its free and intertaining.

  • @Aberfflur

    @Aberfflur

    9 күн бұрын

    I wonder how you came to that conclusion when Genshin literally isn't mentioned at all

  • @Endeavor17

    @Endeavor17

    9 күн бұрын

    Don't worry. I like the game's open world too. There's a reason why I said, "What we have here is good so far. Let's build from here." I think Kurogames has the talent to take their open world to the next level and I wanted to communicate that through this video.

  • @cornell5602

    @cornell5602

    9 күн бұрын

    don't know why people are hung up on genshin. rather than genshin, i think kuro could learn some things from tower of fantasy, though not successful, they do have some interesting mechanics that with kuro's expertise, would really shine

  • @cocopops1950

    @cocopops1950

    9 күн бұрын

    I rather think this issue came from Having huge inspiration from genshin and by extension, BOTW. If you look back at these other games, you realise they have the same issue and it's only getting noticed now

  • @hijodelsoldeoriente

    @hijodelsoldeoriente

    9 күн бұрын

    I don't think he's remotely alluding to that conclusion. Like not even a bit. Also, Genshin isn't the game to look at when it comes to that.

  • @zvinio778
    @zvinio7788 күн бұрын

    Huau moument huAU

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