I agree with the criticism. Having all events and important locations folded inward so much deprives the player of two very important sources of joy: immersion and a sense of accomplishment. Immersion is lost when you realise that ridges and other unpassable areas only exist as fences between the different theme park attractions, and that NPCs are obliged to stay at those locations instead of bothering to take a few steps. It doesn't make a believable world. Should there be more areas where less important things are happening, the world will be more compelling. Especially so because the basic scenery is very well designed. Just looking around and carefully picking your way (because beforehand you don´t know where danger or opportunity lurks) can be a rewarding experience by itself. And when you do discover something interesting, your sense of accomplishment as an explorer will be all the greater.
However, I have the feeling that the theme park approach is a basic characteristic of Larian´s game design (and they are quite good at it too, I have to admit). It was also there in the Divinity games. So a radical change is probably a lot to ask. And changing the map of the first chapter likely is too. I hope they are still able to space out things in the other maps though.
It does seem to me that the constant availability of the overview map, and its level of detail, contribute much to realizing we are walking around in a theme park. Perhaps if the ability to zoom out and move the camera was limited we would be better kept in the dark as to the real nature of the game world (we should choose the blue pill). The same goes for the map. It is a really useful tool, to check where you´re going and which areas have already been explored. But at the same time it gives away information that from a gameplay perspective should perhaps be better kept from the player. So what about exchanging the high resolution satellite imaged map for something that is more like the inaccurate and sketchy paper or parchment map that the game´s adventurers are more likely to possess? Sometimes removing features can be the best way to improve a design. In this case, I think it will aid immersion and sense of accomplishment, and award the adventurous and explorative spirit.
Last edited by Ikke; 29/05/21 11:12 AM.