Not sure who you talkin' to...?
No, we aren't. The next section where you talk about Temen-ni-gru proves this, because it has absolutely nothing to do with the point I was making.
I'm going to say this one more time: Yes, we were. And yes, the
point was relevant.
Please pay attention to the context of the conversation before you chime in.
I don't have to. I already know what the discussion was about before you open your mouth. You see, my mind works in ways you couldn't begin to understand. Okay? So, don't ever doubt my way of discussions. I always post with my mind already understood, locked and loaded before I even type. Your
next comment contradicts your entire post, and a little bit of your entire argument. So, sit where you are, absorb the information you've just learned, and apply it.
Given that each game is indeed segmented up into missions which often cut the player off from other sections of the map, block their progress, or even alter the map directly as in the later parts of DMC3, shouldn't you drop the "Open" from "Open World Action Game"?
But before I address this completely later, I'll start with the following...
When I was talking about the size of the levels, that had nothing to do with the total area you could explore, the whole of the gameworld, or how open and interconnected everything was. I was speaking specifically about the size of the areas you fight in directly, because that is the only thing relevant to the notion of forced style switching. The topic was about Trickster helping you get around in a fight and that this is incentivized if rooms are large and open and not so if they're smaller. Nothing you're talking about is connected to that, because Trickster is practically worthless for your actual traversal around the levels.
Devil May Cry has been Open World since day one. Even the open "arena" style fight areas, and boss battles were designed for two things, and it goes hand-in-hand with the rest of the "gameworld." To give you breathing room, to give you total control, to give you freedom, to give you choice. The style switch system was not readily available from day one, DMC3/SE fixed this. 90% of the older games below DMC3/SE you had to either pause the game to change weapons, or wait until the divinity statues. Now, this is still limited to an extent; you can't freely switch to any other weapons other than the 2 you have "equipped." However, the style switch system was designed to give you freedom, to give you a choice on what style you want to use. Okay, so you think that Trickster is worthless for actual traversal around the "levels." That's called an opinion, and not FACT. Some players may use Trickster better than you, and feel that Trickster benefits you in your quest. And I am one of them. I use Trickster for a lot of things. It has helped me get myself out of a bind in a battle or battles in DMC3. It also helped me traverse quicker in "levels" (ahem,
missions. Ya know, chapters in a story? That.) It is incentivized in large or small rooms. I don't know where you got the idea that they don't. They do. That's the
whole game design of DMC since day one. It was harder to escape deaths in DMC1. I'm not even going to discuss DMC2, because the game holds your hands so much. DMC3? They
actually fixed this.
From DMC3/SE on, this has been their formula. And I wouldn't have it any other way.
And now, I'm going back into the
second part of your discussion: The fact that you keep thinking that just because the game(s) are segmented into missions means that you are "cut off" from the rest of the game as you go along. This is false. Later levels, you may be right, but in 70% of the missions of DMC3, you can go to the beginning of the game - where you started - and backtrack. I even stated this. You completely ignored this part of my entire point. You notice the fire door as you get into the tower? That's
unlocked later in the game. You have to go all the way up to a certain mission to do it, and you'll have to backtrack
DOWN to that area. And you even have to traverse between this tower, and the other broken off area of the game.
So again: Open World Action Game. Since day. one.