Whereas Star Citizen is doing silos to spend as much money as quickly as possible, Yakuza does it as an extremely conservative design ethos.
The running-around-a-city stuff implies a Grand Theft Auto influence, but western open world games usually try for systemic interaction producing interesting emergent outcomes, and Yakuza minimizes this as much as it can -- everything interesting that happens is something a designer thought of and put there. It's much closer to a traditional JRPG.
(I'm not convinced I'm actually being informative here -- I've historically avoided games with VN/JRPG style mash-through-text-boxes storytelling because the writing in that sort of game is rarely good enough to justify its wordiness and pacing. So these insights are new to me. But I get the impression that the visual novel is Mastodon's collective favorite genre, so they're probably not new to *you*.)
@mogwai_poet I did some musing at some point about how Yakuza as an open-world RPG differs wildly from how Western studios make those but I've forgotten most of my points, something about scale and scope...?
like GTA has massive cities which feel mostly dead and there's very little to actually do in them beyond play with the systems, while the Yakuzas limit themselves to a few blocks and stuff them (comparatively) full of restaurants and minigames
@theoutrider The huge scale is necessary when one of your core gameplay pillars is driving. But yeah it means to feel populated it needs to be *systemically* populated.
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