When designing movement within an open world, creators must consider the different options that players will have to navigate the map, using vehicles or tools included in the characters to traverse obstacles and large terrain in a way that captures the user attention, and this is something that has more weight in open worlds like Dragon's Dogma 2 or The Legend of Zelda: Tears of the Kingdom, which have fallen into an interesting comparison in terms of navigation, since each one has its own methods. applied in different ways.
In Dragon's Dogma 2, players have two main options for moving around the open world: walking on foot or using an ox cart to reach their desired destination. Unlike other titles in which you can fly, use interesting vehicles or teleport, Dragon's Dogma 2 made the decision for a less exciting system at the gameplay level with the aim that players can enjoy the aesthetics of the world created for them.
On the other hand, Zelda: Tears of the Kingdom, known for its innovative approach to the open world, offers players unprecedented freedom of movement. The climbing mechanics in this game allow players to climb almost any surface, from mountains to buildings, trees and towers as long as they get the right equipment and upgrades. This freedom brought from Breath of the Wild and added to the Zonnan/Zonai tools to navigate the world in more ways, allows players to experience the adventure in a completely new way.
Dragon's Dogma 2 and Zelda: Tears of the Kingdom share certain similarities, as Capcom's RPG also implemented its climbing mechanics based on the Nintendo game, although they present significant differences in their implementation. While in Zelda climbing is essential for exploration and traversal, in Dragon's Dogma 2 it is primarily used as a combat tool against large monsters.
In the same way that methods of transportation through the world are made to create a more contemplative experience and enjoy the environments, the creative decision to use scaling in fights is designed to create a more engaging experience when fighting enemies. big. For the exploration of territories there are possibilities such as jumping to the edges of protruding terrain or using levitation spells, so, for the developers, it was a better idea to give a more epic and cinematic air to climbing the beasts, supporting their movements and attack them from above, something that is more reminiscent of titles like Shadow of the Colossus.