Open World Gameplay... is it worth it?
Open world gameplay has it's pros and cons. Over all, unless it is a specific game, I really do not care for it. In RPGs, I loved the over world maps and you pretty much do not see them very often anymore.
I think they're fine as long as they don't lead to queues or queue-jumping.
A co-op event where people need to work together is great - but one that involves just one player having to activate or take something will always cause problems.
@Golden Girl
City of Heroes comics and artwork
I don't care for open world gameplay. I much prefer instanced missions, where I don't have to worry about interference from other players. It annoys me when I have to wait my turn to go after a certain objective, or see the objective that I'm about to complete rudely grabbed by another player.
And there are the times when many players decide to clump together in large numbers for whatever reason, and horrendous lag develops. A lot of people seem to like being cattle in a glaring multicolored slideshow, but I don't.
I'm assuming we're talking about single player open worlds rather than MMOs, if i'm mistaken i'll write another post because that's a different beast entirely. The problem with open world games is it requires development time to be spread more thinly. You can't expect the same level of polish from an open world game where you can go anywhere and do anything as a triple A high profile FPS.
There's two main categories when people talk about "open worlds". The first is the type that people associate with car jacking and prostitutes. In these game's there's an overworld that the player can mess about in with no real objective, and access to missions that will advance the linear plot. In effect you're playing two different games, and while they can be fun i don't think it really counts as an open world because you're still railroaded into a linear path with the overworld acting as more of a "free roam" with no real purpose. The other problem with these games is that they have a strong disconnect between the gameplay in the overworld and the gameplay in the "story". I might have just massacred half the population of the city in a tank but then when i go to the next mission beacon i can choose the "nice guy" option to go down the nice guy path. My genocidal rampage doesn't factor in to it.
The other variant is the type people associate with medieval RPGs, where you sort of wander around doing your own thing but the overall experience isn't as memorable as in a finely tuned scripted sequence in a linear game. I don't particularly like what's out there now for this type of game because to be honest it rather bores me.
The problem is that consumer expectations don't really allow for a proper open world game. If all your development time goes into allowing lots of possibilities with a non-linear story (and i mean non-linear, not just "morality choices" in scripted dialogue sequences) you aren't going to put enough resources into making it look like the games that spend millions in making a really polished 8 hour corridor shooter. Publishers are also rightfully weary of people missing their million dollar set pieces that are a result of the blight of "cinematic" gameplay so if things continue the way they are going you're only going to see less player agency, not more. Until consumers are willing to accept something that's a bit rougher than that you can't expect a developer to make a truly open world game.
Another thing that's sort of tangentially related to the subject, games that offer "moral choices" are universally ********. For one thing, a lot of them don't really have any morality to them and are just "do you want to help/kill this innocent baby", and i think they all have the problem of not taking into account your actions as a player as a whole, instead opting to rely solely on the aforementioned critical dialogue options. I think The Witcher came the closest to offering a good choice in this regard. Eastern Europe has a lot of promise when it comes to creative, original games because labour is a lot cheaper so they don't have to rely on churning out generic crap for mega publishers.
Coincidentally, how does Going Rogue handle these so called "moral choices" you have to make? Do you have to think about them or do they all boil down to "Are you for/against obvious dystopian regime?"
EDIT: Are we allowed to discuss game design if we don't name examples?
Definitely talking single player without any morality choice gameplay.
Obviously there's been an arms race of sorts in these kinds of games in terms of giving the player more tools of destruction from square one. But does that make for a better game or even a better gameplay experience?
Let's say a game starts you off with a parachute, grappling hook, and the standard grenades and guns. You are given a mission to take out X enemy combatant. Instead of it being some big conflict that the game can hinge on, it turns into the simple reflex of throwing your grappling hook at your opponent and then filling his skull with lead as you fling him back.
With great power comes great responsibility, but it seems like open worlds negate that responsibility quite easily. Compared to a solely single player, linear narrative where everything down to ammo, weapon type, and player health can be regulated to make for a more challenging and lasting encounter, does the ability to do street races or blow up random things really make for a better game?
Current Badge Hunter: Plot Device (Rad/Thermal/Dark) - 1,268 Xbox Live: Friggin Taser
King of Electricity, Lead Inmate running the Carl and Sons asylum, the "Man" behind the Establishment, Given Honor in Hat Form By Paragon City (Favorite Forum Poster 2006!), Master of Ceremonies of the Fair Use Law podcast
Definitely talking single player without any morality choice gameplay.
Obviously there's been an arms race of sorts in these kinds of games in terms of giving the player more tools of destruction from square one. But does that make for a better game or even a better gameplay experience? Let's say a game starts you off with a parachute, grappling hook, and the standard grenades and guns. You are given a mission to take out X enemy combatant. Instead of it being some big conflict that the game can hinge on, it turns into the simple reflex of throwing your grappling hook at your opponent and then filling his skull with lead as you fling him back. With great power comes great responsibility, but it seems like open worlds negate that responsibility quite easily. Compared to a solely single player, linear narrative where everything down to ammo, weapon type, and player health can be regulated to make for a more challenging and lasting encounter, does the ability to do street races or blow up random things really make for a better game? |
Having a variety of things to do is good, and a linear game can give you variety. But, because it is linear, your player is forced into all of that variety, even if they don't like some bits. In a less linear game, the player can seek out the bits that they enjoy and skip over the others. (For example, I don't like street races, so I don't do them. If a linear game has a driving level, I have to do it to get back to doing the bits I do like)
An open world game is worse for telling a story since the player will wander off and forget whats happening, and you lose the sense of pace, but better for the player to make up their own stories: That go kill x people thing, maybe you go in with guns and grenades, maybe you steal a helicopter, use it to winch up a petrol tanker and then drop it on the x enemies. In a linear game, the designer would have to think to add the helicopter and the petrol tanker and it would be one of the limited number of designed solutions.
In terms of fun, is lego better when you are following the instructions to build what the set was designed for, or when you are given those peices and can what you want?
Always remember, we were Heroes.
Definitely talking single player without any morality choice gameplay.
Obviously there's been an arms race of sorts in these kinds of games in terms of giving the player more tools of destruction from square one. But does that make for a better game or even a better gameplay experience? Let's say a game starts you off with a parachute, grappling hook, and the standard grenades and guns. You are given a mission to take out X enemy combatant. Instead of it being some big conflict that the game can hinge on, it turns into the simple reflex of throwing your grappling hook at your opponent and then filling his skull with lead as you fling him back. With great power comes great responsibility, but it seems like open worlds negate that responsibility quite easily. Compared to a solely single player, linear narrative where everything down to ammo, weapon type, and player health can be regulated to make for a more challenging and lasting encounter, does the ability to do street races or blow up random things really make for a better game? |
My opinion is yes and no, in certain ways. Like i said before, since developers have finite resources you can't expect an open world game to be a super polished shooter. However, you have to be careful not to make the game a themepark. By this i mean it's bad to have a game where you can shoot people OR race cars OR play basketball OR do some gardening OR play cards OR go miles out of your way to babysit the protagonist's annoying NPC friends every time they get bored. All your doing there is making a really expensive version of a Wii waggle game. The game has to have some sort of focus that you concentrate your resources on.
The open world aspect has to come from player agency. How do you as the player go about completing your goal? As a player i understand that in a game where i'm a private detective trying to catch a serial killer that it's unreasonable to expect the developers to devote resources to allowing me to abandon the case and start up a jet ski rental shop in the Caribbean, but at the same time as a game the strength of the medium is giving the opportunity for me to go about solving the case how i think is best. I might feel it's best to sneak into a gang hideout on a lead rather than going through the front door guns blazing for instance. What i don't want is a linear railroad because a movie provides for that experience much better, and i don't have to listen to idiots talking about how games are art or epic win gaming culture. Another aspect of the game design, using the example of stealth/shoot, is i think it's important for the game to be designed as an either/or choice. All your doing there is creating two games which aren't going to be anywhere near as good as if you devoted all your resources to one of them.
The other issue you brought up was the issue of game mechanic design (to use your example completing the entire game using the grapple hook to stun before shooting them). That's just an issue of pure mechanical design, and i'd assume you'd go about avoiding it by play testing with the kind of people who try to "solve" games. In relation to open worlds, if anything it's worse because people will naturally gravitate to the tried and true method rather than using all the tools at their disposal, which is the main strength your game has as an open world rather than a linear experience. The most obvious solution is to vary the obstacles (be it enemies you have to kill, terrain you have to traverse, whatever) so that the same tactic won't work every time. You have to be careful that it doesn't degenerate to rock, paper, scissors though because that's just as boring as the original scenario. Off the top of my head i'd say what makes games interesting is the variation in the environment in which you are facing the obstacle. So to use a very basic example, your grapple hook might be great if you're against a lone enemy, but if you try to use it to kill a bunch of guards you get shot to pieces as you try to use it, so you would use a grenade in that instance. You then run into the problem of the game feeling too "artificial" if your game is just lone enemies and groups huddled together, because then you just have 2 mindless activities you can engage in that's little better than one. I can recognise set pieces designed to be tackled a specific way and i think most other people can too. Don't just put them in a big puddle that you've already established allows me to insta-kill them with my lightning gun. The player agency and fun comes in when players have to actually have to think about what they're doing. If there's a bunch of guards spread out across the room does the player try to isolate them and pick them off with his grappling hook technique or does he try to lure them together so he can take them all out at once with a grenade? By varying the environment that encounters occur in a way that changes the viability of the player's weapons they can't rely on one gimmick to get them through the game.
Also i'm not a game designer so i'm probably just talking a load of ****. I also realise that most game designers don't intentionally make bad games, i'm just discussing things from a completely theoretical idealistic standpoint. It's a lot harder to put good design into practice than posting a couple of paragraphs about it on an internet forum.
I think obviously any game developer has a monumental design decision to make at the beginning of the development process: do they want to build a playground or a roller coaster.
I think that after a while, the open world playground, however, should only be attempted by those with some playground knowledge in the past. Playing a bad open world game is akin to playing on one of those metal steel trap playgrounds kids of the 80s used to cut their teeth on. But get someone who does have a fundamental knowledge of the playground and you get a wondrous plastic playland that's both safe and full of hours of entertainment.
I think the general design decision of "Build a huge map with a lot of static graphics, buildings that all look alike, and only a few landmarks of merit and overload the player with subquests and challenges and killing sprees and hidden collectibles" is the bad design choice especially when it's in a game that doesn't warrant its own self-importance.
An open world game should have a point to its own open world. If you are a gangster just getting off the plane for the first time in the biggest city of America, that sets the stage for a good open world. If you are a cop in a fake tropical Asian island? Probably less so. It's akin to the joke about Spiderman being stuck in Nebraska. How does he websling off stalks of corn?
I think any player in an open world game should have to earn the chaos they can eventually do. Giving the player the ability to topple buildings from the tutorial to me means there's no where to go but static. The build up to full blown chaos shouldn't be a grind, but as the open world map grows, so should your power.
Current Badge Hunter: Plot Device (Rad/Thermal/Dark) - 1,268 Xbox Live: Friggin Taser
King of Electricity, Lead Inmate running the Carl and Sons asylum, the "Man" behind the Establishment, Given Honor in Hat Form By Paragon City (Favorite Forum Poster 2006!), Master of Ceremonies of the Fair Use Law podcast
In a single person rpg, I prefer the over world versus the maps that click you from one point to the other. I am like the anti-sandbox type. I want to explore and look around, but I do not mind things being closed due to story line.
In a MMO, I want the massive overworld with contested dungeons in some games, and what we have here in Co* for others. Being able to hop from city to city in Co* is nice the way they have it set up. Sure no warwalls would have been better, but zones make the world larger to me. If you really look at the zoneless worlds, most of them are quite small.
I think obviously any game developer has a monumental design decision to make at the beginning of the development process: do they want to build a playground or a roller coaster.
I think that after a while, the open world playground, however, should only be attempted by those with some playground knowledge in the past. Playing a bad open world game is akin to playing on one of those metal steel trap playgrounds kids of the 80s used to cut their teeth on. But get someone who does have a fundamental knowledge of the playground and you get a wondrous plastic playland that's both safe and full of hours of entertainment. |
Always remember, we were Heroes.
People shouldn't try to graft an open world onto a game that doesn't warrant it thinking it's needed or the thing to do.
Current Badge Hunter: Plot Device (Rad/Thermal/Dark) - 1,268 Xbox Live: Friggin Taser
King of Electricity, Lead Inmate running the Carl and Sons asylum, the "Man" behind the Establishment, Given Honor in Hat Form By Paragon City (Favorite Forum Poster 2006!), Master of Ceremonies of the Fair Use Law podcast
Well yes, but thats true of any other number of game aspects. Things like stealth, stats and upgrades, puzzles, platforming, driving/races, on rails shooting, Quick time events, resource management etc... have all been needlessly grafted onto (linear and non-linear) games and made them worse.
Always remember, we were Heroes.
Coincidentally, how does Going Rogue handle these so called "moral choices" you have to make? Do you have to think about them or do they all boil down to "Are you for/against obvious dystopian regime?"
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If you haven't already, check out the Going Rogue Preview at Ten Ton Hammer. They did a nice job of giving an actual example of a couple of the choices made early on. Suffice it to say, making a decision that helps the Resistance is not always the "good" choice, and making a decision that helps the Loyalists is not always the "evil" choice. The article gives an excellent example of this.
- Garielle
I have found that games that offer a more linear story have a significantly more profound impact then stories are *open*.
For instance, lets compare an RTS that just came out, that is a sequel to an incredibly popular RTS made 12 years ago.
The first RTS game had a very linear storyline, you followed the missions, and it doled out the story in each one. The story was incredibly powerful. It created emotions because the crafters of the story could design the pacing, and how it was delivered.
The sequel, on the other hand, had a more non-linear story, because in the game, you chose which missions you wanted to take. Because of this, the story did not have nearly as much emotional impact, barring possibly the last few missions, because they were linear.
Without control of pacing, an author cannot really design a story that is that immersive.
It's like the differnence between a Choose Your Own Adventure book, and a Novel. 9/10,the novel is going to make a significantly more emotional impact then the choose your own adventure book.
Games that try to be novels or films invariably suck when they stray too far in that direction. For example, there's a FFamous console series that used to be great, but is now criticized as being nothing but cut scenes strung together with some button mashing.
On the other hand, when the environment and setting are essential to the story of the game...oh, say a post-apocalyptic nuclear wasteland, for example...then having a large amount of "sandbox" type play takes the game from good to great. Ideally, there's still a core story, but in between doing the story missions you're free to roam the world doing whatever you want.
I just wish they'd execute all the idiots who somehow get to make movie games.
Those things are offensive to my brain! >_<
/tangent
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Games that try to be novels or films invariably suck when they stray too far in that direction. For example, there's a FFamous console series that used to be great, but is now criticized as being nothing but cut scenes strung together with some button mashing.
On the other hand, when the environment and setting are essential to the story of the game...oh, say a post-apocalyptic nuclear wasteland, for example...then having a large amount of "sandbox" type play takes the game from good to great. Ideally, there's still a core story, but in between doing the story missions you're free to roam the world doing whatever you want. |
Compare it to say, a Star Wars RPG made by a bunch of crazy Canadians. While the story is still linear, which allows the pacing to be great, the story is not spoon fed to you via tons of cutscenes. You unravel it yourself through the game, which is what makes it enjoyable. That and I just think the writing is better.
I have found that the story in *sandbox* style games like you described to be lacking. The sandbox is good, the story is good, but the sandbox ruins any form of pacing the author may try and put in. You often forget entirely about the story, and focus on side-quest after side-quest, until you get bored and finally go back to the story. This has a tendancy to ruin emotional impact of the game. In fact, with said nuclear waste game, I actually got bored 3/4th of the way through the game, and havn't bothered to touch it since. The pacing of the story just couldn't keep me focused. It wasn't like a good book that grips you to the very end.
To be fair, those ffamous RPG games are so painful these days because they haven't evolved in 10 years. It's the same tired gameplay, with the same tired stories. There is a difference between having a linear story, and spoon feeding you that story.
Compare it to say, a Star Wars RPG made by a bunch of crazy Canadians. While the story is still linear, which allows the pacing to be great, the story is not spoon fed to you via tons of cutscenes. You unravel it yourself through the game, which is what makes it enjoyable. That and I just think the writing is better. I have found that the story in *sandbox* style games like you described to be lacking. The sandbox is good, the story is good, but the sandbox ruins any form of pacing the author may try and put in. You often forget entirely about the story, and focus on side-quest after side-quest, until you get bored and finally go back to the story. This has a tendancy to ruin emotional impact of the game. In fact, with said nuclear waste game, I actually got bored 3/4th of the way through the game, and havn't bothered to touch it since. The pacing of the story just couldn't keep me focused. It wasn't like a good book that grips you to the very end. |
I have found that games that offer a more linear story have a significantly more profound impact then stories are *open*.
For instance, lets compare an RTS that just came out, that is a sequel to an incredibly popular RTS made 12 years ago. The first RTS game had a very linear storyline, you followed the missions, and it doled out the story in each one. The story was incredibly powerful. It created emotions because the crafters of the story could design the pacing, and how it was delivered. The sequel, on the other hand, had a more non-linear story, because in the game, you chose which missions you wanted to take. Because of this, the story did not have nearly as much emotional impact, barring possibly the last few missions, because they were linear. Without control of pacing, an author cannot really design a story that is that immersive. It's like the differnence between a Choose Your Own Adventure book, and a Novel. 9/10,the novel is going to make a significantly more emotional impact then the choose your own adventure book. |
Coincidentally, how does Going Rogue handle these so called "moral choices" you have to make? Do you have to think about them or do they all boil down to "Are you for/against obvious dystopian regime?"
EDIT: Are we allowed to discuss game design if we don't name examples? |
"Nobody comes out of Praetoria clean...everyone will have done something evil and they'll just have to be the one to try to justify their actions to themselves and others."
It depends on the game for me. Sometime doing the open world feel IMO just gets tiresome. For instance in probably the most famous of car theft games it works great. However there is another series of games that surprises me i didnt burn out my 360 playing, where they felt that the ultimate version of paradise they wanted in the series was to go open world, or sandbox style. However IMO i buy a racing game to race, i dont want to F around all day getting to a new race location just let me proceed through the game play. But for some time now its like every developer just trys to work Open World into their game in some way even if it doesnt work for the project well.
So I was playing *something* for my *thing* and noticed that instead of offering *things* it simply replaced what the *stuff* I would have expected from this kind of *item* with an open world.
Now, I love open world gameplay in other *things* such as in *that thing* or *that other thing* or even *the third thing* but in this *thing* it just felt tacked on and stupid. Any action that could have been scripted in this *thing* was replaced with sheer chaos since you could do anything at anytime with any weapon, unlike in other *things* where their lineal style gives the creators more control over story and setting. So what are your thoughts on these *things*? Do we need more open world gameplay in our *stuff* or should *people who make things* stick mainly to the traditional *item* design? |
My nephew plays[not to be mentioned] , he wanted me to try it . The game play was different and not to my liking . The graphics on [not to be mentioned] was quite good, and they did have intresting [redacted]. I think that experimintation is nice but traditional zones are useful to establish a game overall genre.Though I would like an open Moon Zone.
So I was playing *something* for my *thing* and noticed that instead of offering *things* it simply replaced what the *stuff* I would have expected from this kind of *item* with an open world.
Now, I love open world gameplay in other *things* such as in *that thing* or *that other thing* or even *the third thing* but in this *thing* it just felt tacked on and stupid. Any action that could have been scripted in this *thing* was replaced with sheer chaos since you could do anything at anytime with any weapon, unlike in other *things* where their lineal style gives the creators more control over story and setting.
So what are your thoughts on these *things*? Do we need more open world gameplay in our *stuff* or should *people who make things* stick mainly to the traditional *item* design?
Current Badge Hunter: Plot Device (Rad/Thermal/Dark) - 1,268 Xbox Live: Friggin Taser
King of Electricity, Lead Inmate running the Carl and Sons asylum, the "Man" behind the Establishment, Given Honor in Hat Form By Paragon City (Favorite Forum Poster 2006!), Master of Ceremonies of the Fair Use Law podcast