My first post here.
I'm writing about a very specific subject and I would like to get some discussion going.
So for some years this genre, open world games, has become quite popular, specially in fantasy settings and RPGs or the like. But I can't help but feel frustrated over some game design choices which seem to have become the norm for most of these games. Though the title may suggest otherwise, I don't think these choices are actually flaws to everyone, but I believe so. I believe they are in this specific genre.
Imagine you are playing a gigantic open world game with a variety of different areas. Obviously, for such a big area and considering the freedom you have, you would expect you would want to explore this world in this entirety. But that is not always the case. More often than not, the player is not given enough incentive to explore the different parts of this huge world because of many different factors. Though the world is enormous, there is just not enough in these different places to keep you interested. Many games are now doing immense areas for marketing effects, and are not actually filling their games with varied gameplay factors. I believe there is not given, to the players, enough 'exploration incentive'.
I now this is beginning to feel hard to picture for some, but let me give you some examples.
Side quests.
Besides the main quest, games usually have a variety of side quests, no surprises here. But they are not fun to play through most of the cases. Side quests usually follow a very narrow and simplistic structure.
Either you kill things in a certain location or you collect things in some location. Sometimes you kill them in a certain way, but that's it.
When you begin a quest, you automatically receive a notification on the menu. It says exactly what you have to do and where. You already know beforehand where to go, who to kill, what to collect. It is shown on the map. You don't even have any trouble going there, you can just fast travel. Quests are divided in parts as well so you really can't get lost on your way or have any difficulty.
When you are done, you receive exp, cash and sometimes an item. A generic weapon or armor, usually not something you would commonly use, and under leveled. You realize the whole thing was a complete waste of time. Ad infinitum. Some rare times there are side quests that have continuations and go on for longer, maybe some better prizes, but all individual side quests still follow the same over used and over done models. You are probably thinking about some games that are like that as you read.
When you have generic side quests that always follow the same structure, the idea of a bigger world filled with yet more boring chores and optional quests, the game begins to lose its value pretty fast.
I suggest change, and quickly. Unique, clever and original side quests. No menu notifications, no hand holding, no telling you constantly what you have to do and where you have to go. You figure it out for yourself, use your brain and your wits. Unique rewards, that can't be found anywhere else in the game. Quality over quantity. If side quests like that are spread over different parts of the game, people will actually WANT to explore. Replay value goes up, everybody wins.
Any other "flaws" you would like to comment?
I'm writing about a very specific subject and I would like to get some discussion going.
So for some years this genre, open world games, has become quite popular, specially in fantasy settings and RPGs or the like. But I can't help but feel frustrated over some game design choices which seem to have become the norm for most of these games. Though the title may suggest otherwise, I don't think these choices are actually flaws to everyone, but I believe so. I believe they are in this specific genre.
Imagine you are playing a gigantic open world game with a variety of different areas. Obviously, for such a big area and considering the freedom you have, you would expect you would want to explore this world in this entirety. But that is not always the case. More often than not, the player is not given enough incentive to explore the different parts of this huge world because of many different factors. Though the world is enormous, there is just not enough in these different places to keep you interested. Many games are now doing immense areas for marketing effects, and are not actually filling their games with varied gameplay factors. I believe there is not given, to the players, enough 'exploration incentive'.
I now this is beginning to feel hard to picture for some, but let me give you some examples.
Side quests.
Besides the main quest, games usually have a variety of side quests, no surprises here. But they are not fun to play through most of the cases. Side quests usually follow a very narrow and simplistic structure.
Either you kill things in a certain location or you collect things in some location. Sometimes you kill them in a certain way, but that's it.
When you begin a quest, you automatically receive a notification on the menu. It says exactly what you have to do and where. You already know beforehand where to go, who to kill, what to collect. It is shown on the map. You don't even have any trouble going there, you can just fast travel. Quests are divided in parts as well so you really can't get lost on your way or have any difficulty.
When you are done, you receive exp, cash and sometimes an item. A generic weapon or armor, usually not something you would commonly use, and under leveled. You realize the whole thing was a complete waste of time. Ad infinitum. Some rare times there are side quests that have continuations and go on for longer, maybe some better prizes, but all individual side quests still follow the same over used and over done models. You are probably thinking about some games that are like that as you read.
When you have generic side quests that always follow the same structure, the idea of a bigger world filled with yet more boring chores and optional quests, the game begins to lose its value pretty fast.
I suggest change, and quickly. Unique, clever and original side quests. No menu notifications, no hand holding, no telling you constantly what you have to do and where you have to go. You figure it out for yourself, use your brain and your wits. Unique rewards, that can't be found anywhere else in the game. Quality over quantity. If side quests like that are spread over different parts of the game, people will actually WANT to explore. Replay value goes up, everybody wins.
Any other "flaws" you would like to comment?