Just above where SotC falls on that scale for me. If that big, empty world was supposed to invoke loneliness, it failed; all it made me feel was bored. A lonely world should still be full of life, or, at the very least, something larger than a turtle. I mean, deer would have been nice for this game--the world is still alive, but you're still the only human here. And the developers could have done so much more if they did put more animals in there; have the deer or rabbits or whatever not mind the hero on foot early on in the game, but increasingly become more scared of him as the game progresses.starfox444 said:I think this question seems relevant to the thread. Where do you draw the line between a world so empty that it symbolically represents loneliness and desolation and a world so empty which means the developers got lazy?
An alternative to that would be to make the world actually more involving, and actually show that someone actually lived there a long time ago rather than just slapping ruins down wherever the hell you feel like putting them. Fabrics, ceramics, maybe the occasional tool, paintings on caves--having a reminder that people actually lived here once is a good way to instill loneliness, as it creates a much more involving atmosphere.
Just simply creating a large, open world isn't enough. You also need to make it memorable.