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Groups > comp.sys.ibm.pc.games.action > #46518 > unrolled thread
| Started by | Spalls Hurgenson <spallshurgenson@gmail.com> |
|---|---|
| First post | 2024-07-05 20:16 -0400 |
| Last post | 2024-07-07 14:00 +0000 |
| Articles | 6 — 3 participants |
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The downfall of the open world Spalls Hurgenson <spallshurgenson@gmail.com> - 2024-07-05 20:16 -0400
Re: The downfall of the open world JAB <noway@nochance.com> - 2024-07-06 09:27 +0100
Re: The downfall of the open world candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-06 13:50 +0000
Re: The downfall of the open world Spalls Hurgenson <spallshurgenson@gmail.com> - 2024-07-06 21:20 -0400
Re: The downfall of the open world JAB <noway@nochance.com> - 2024-07-07 08:23 +0100
Re: The downfall of the open world candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> - 2024-07-07 14:00 +0000
| From | Spalls Hurgenson <spallshurgenson@gmail.com> |
|---|---|
| Date | 2024-07-05 20:16 -0400 |
| Subject | The downfall of the open world |
| Message-ID | <ri1h8j58ha7nouhuoi9g6nbbq2im78j70n@4ax.com> |
So here's an article I found interesting: https://www.rockpapershotgun.com/how-the-checklist-conquered-the-open-world-from-morrowind-to-skyrim The gist of the article (for the lazy who don't want to read anything long, although if that is who you are then what the hell are you doing reading one of MY posts? ;-) is that open worlds have become too large and too cluttered with repetitive tasks to be enjoyable anymore. Which, you know, is something I've been bitching about for years, so it's nice to see somebody else say it too. ;-) The article in question singles out Bethesda games (and not undeservedly so) but I think the real torchbearer for the problem is Ubisoft. So much so that they were roundly castigated for it after "FarCry 3" released, and promised to change things up with "FarCry 4". 'No more tower climbing,' they promised, as if that was the entirety of the problem. (Ubisoft didn't really live up to the promise either. Their games still are full of repetitive claptrap, and many of them still insist on you clambering up to some look-out point to unveil hotspots on the map. But it's Ubisoft; what do you expect? Originality and compelling gameplay?) But it's not limited to only Ubisoft, or Bethesda, or even the triple-A developers. Huge open worlds are being shoved into almost every game these days, whether needed or not, and almost universally they're dull and repetitive. I can't entirely blame developers, though. We as gamers have for decades demanded every larger worlds in which to play out our adventurous fantasies. The dream was we'd have the same sort of compelling quests and memorable stories in these massive virtual universes as we had in the tiny, catered levels in which the older games once confined us. And for a while, it seemed as if that might be true. We got stuff like "Grand Theft Auto 3" and "Morrowind" and "Gothic" and the pacing of the quests was sublime. And if those games were great, imagine (we thought) what games would be if we doubled or tripled the map-size? The article puts a lot of the blame on the difference between how hardcore and casual gamers experience a game, but I think it's much simpler than that. Bigger doesn't automatically mean better and -in fact- it often means worse. Because all that space needs to be filled with stuff to do, and that can be expensive to create. It can be done, but it takes a lot of time, manpower, and skill. So instead, more often, developers just cut-n-paste quests and scatter them across the map. It's less that casuals demand easy-to-find instant gratification and hardcores are will happily grind a map; I think, given significant inspiration so-called casuals will just as happily scour that same map. But too often the rewards for that effort is a pointless 'achievement' or a sword that does 5% more damage than the one already owned, and most people just don't have time for that crap. And then publishers tie their various monetization schemes into their overly large worlds, and things become even /less/ rewarding. Quest: fine 50 randomly placed knickknacks and get a fancy hat! Or, pay $5 to get a map of where all those knickknacks are located. With that sort of incentive, why SHOULDN'T developers scatter 1000 useless collect-a-thon quests across the virtual world? And why shouldn't players grow increasingly bored with those same worlds? These days, I see the 'open world' tag associated with a game, and it's become more of a warning than an exciting feature. There are so many games I'm sure I would enjoy, but the sheer SIZE of them just scares me away because I know so much of my time will be spent wandering across samey-looking terrain performing samey-type actions. I'll be kill near-identical monsters in Desertopia as I am in Winterwunderland, using the same dialogue options in BanditKamp as I am in KingsCastle; buying the same gear in DeepOcean as I am on MountainTop, performing the same actions in SpaceTown as in MedievalLand. There may be differences in the superficial gloss, but underneath the mechanics are identical no matter where I go... so why bother with such huge territories? I'd much rather a more compact experience which gets rid of all the grindy nonsense that does nothing but waste my time.
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| From | JAB <noway@nochance.com> |
|---|---|
| Date | 2024-07-06 09:27 +0100 |
| Message-ID | <v6av5g$3ntr4$2@dont-email.me> |
| In reply to | #46518 |
On 06/07/2024 01:16, Spalls Hurgenson wrote: > So here's an article I found interesting: > https://www.rockpapershotgun.com/how-the-checklist-conquered-the-open-world-from-morrowind-to-skyrim > > The gist of the article (for the lazy who don't want to read anything > long, although if that is who you are then what the hell are you doing > reading one of MY posts? 😉 is that open worlds have become too large > and too cluttered with repetitive tasks to be enjoyable anymore. > Which, you know, is something I've been bitching about for years, so > it's nice to see somebody else say it too. 😉 > > The article in question singles out Bethesda games (and not > undeservedly so) but I think the real torchbearer for the problem is > Ubisoft. So much so that they were roundly castigated for it after > "FarCry 3" released, and promised to change things up with "FarCry 4". > 'No more tower climbing,' they promised, as if that was the entirety > of the problem. <snip> Oh I agree, it's not that open worlds are intrinsically a problem but instead devs jut can't afford to fill them with interesting content so you get lots of cookie cutter locations/quests. I still remember playing Oblivion and enjoying the dungeon locations until I realised there there is literally no story but instead it's kill everything and grab the loot. FO:4 seemed to make a habit of that also. Open worlds I have enjoyed are FO:3/NV and Skyrim. They had a large enough map that exploration was enjoyable and enough hand craft content that you didn't think, oh it's this again. Where I think it's gone really wrong is with FPSes that have been turned into open worlds. I play a shooter to shoot things not wander about aimlessly collecting baubles to make a set.
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| From | candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> |
|---|---|
| Date | 2024-07-06 13:50 +0000 |
| Message-ID | <slrnv8iiah.8fe1.candycanearter07@candydeb.host.invalid> |
| In reply to | #46520 |
JAB <noway@nochance.com> wrote at 08:27 this Saturday (GMT): > On 06/07/2024 01:16, Spalls Hurgenson wrote: >> So here's an article I found interesting: >> https://www.rockpapershotgun.com/how-the-checklist-conquered-the-open-world-from-morrowind-to-skyrim >> >> The gist of the article (for the lazy who don't want to read anything >> long, although if that is who you are then what the hell are you doing >> reading one of MY posts? 😉 is that open worlds have become too large >> and too cluttered with repetitive tasks to be enjoyable anymore. >> Which, you know, is something I've been bitching about for years, so >> it's nice to see somebody else say it too. 😉 >> >> The article in question singles out Bethesda games (and not >> undeservedly so) but I think the real torchbearer for the problem is >> Ubisoft. So much so that they were roundly castigated for it after >> "FarCry 3" released, and promised to change things up with "FarCry 4". >> 'No more tower climbing,' they promised, as if that was the entirety >> of the problem. > ><snip> > > Oh I agree, it's not that open worlds are intrinsically a problem but > instead devs jut can't afford to fill them with interesting content so > you get lots of cookie cutter locations/quests. I still remember playing > Oblivion and enjoying the dungeon locations until I realised there there > is literally no story but instead it's kill everything and grab the > loot. FO:4 seemed to make a habit of that also. But don't you like being a murder hobo? smh lol > Open worlds I have enjoyed are FO:3/NV and Skyrim. They had a large > enough map that exploration was enjoyable and enough hand craft content > that you didn't think, oh it's this again. > > Where I think it's gone really wrong is with FPSes that have been turned > into open worlds. I play a shooter to shoot things not wander about > aimlessly collecting baubles to make a set. Well, I think Firewatch is a openworld and I've heard a ton of good things about its story (and its on sale rn!) -- user <candycane> is generated from /dev/urandom
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| From | Spalls Hurgenson <spallshurgenson@gmail.com> |
|---|---|
| Date | 2024-07-06 21:20 -0400 |
| Message-ID | <jpqj8j9or2u4i5uecv0ajsbbt9ap45lieg@4ax.com> |
| In reply to | #46525 |
On Sat, 6 Jul 2024 13:50:03 -0000 (UTC), candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> wrote: >JAB <noway@nochance.com> wrote at 08:27 this Saturday (GMT): >> On 06/07/2024 01:16, Spalls Hurgenson wrote: >>> So here's an article I found interesting: >>> https://www.rockpapershotgun.com/how-the-checklist-conquered-the-open-world-from-morrowind-to-skyrim >>> >>> The gist of the article (for the lazy who don't want to read anything >>> long, although if that is who you are then what the hell are you doing >>> reading one of MY posts? ? is that open worlds have become too large >>> and too cluttered with repetitive tasks to be enjoyable anymore. >>> Which, you know, is something I've been bitching about for years, so >>> it's nice to see somebody else say it too. ? >>> >>> The article in question singles out Bethesda games (and not >>> undeservedly so) but I think the real torchbearer for the problem is >>> Ubisoft. So much so that they were roundly castigated for it after >>> "FarCry 3" released, and promised to change things up with "FarCry 4". >>> 'No more tower climbing,' they promised, as if that was the entirety >>> of the problem. >> >><snip> >> >> Oh I agree, it's not that open worlds are intrinsically a problem but >> instead devs jut can't afford to fill them with interesting content so >> you get lots of cookie cutter locations/quests. I still remember playing >> Oblivion and enjoying the dungeon locations until I realised there there >> is literally no story but instead it's kill everything and grab the >> loot. FO:4 seemed to make a habit of that also. > >But don't you like being a murder hobo? smh lol > >> Open worlds I have enjoyed are FO:3/NV and Skyrim. They had a large >> enough map that exploration was enjoyable and enough hand craft content >> that you didn't think, oh it's this again. >> >> Where I think it's gone really wrong is with FPSes that have been turned >> into open worlds. I play a shooter to shoot things not wander about >> aimlessly collecting baubles to make a set. > > >Well, I think Firewatch is a openworld and I've heard a ton of good >things about its story (and its on sale rn!) It's a fairly small open-world in comparison to others, and it generally doesn't encourage exploration. There's a very strong narrative component to the game, and different parts of the map open up as the story evolves. Although you can go back to previously explored regions, there isn't really any incentive to do so. In many ways, the open world is wasted in the game, and had the developers locked you into fixed maps it probably would have played out exactly the same for most players. (That said, the supposed freedom offered by the open world plays into the narrative, since your character is nominally fleeing to the woods in response to his 'real life' calamity, and being able to hike wherever through the woods can be soothing. But there's little reason for the PLAYER to do so, even if that nominal freedom does help the world feel a lot more open and wild). All that said, "Firewatch" always gets a definite recommend from me, although with the caveat that it /is/ a 'narrative game' (a.k.a. 'walking simulator') and players shouldn't really expect much in the way of challenges or puzzles. And while it does have a good story (albeit lacking in any real bombast or revelations; it's a low-key tale about ordinary people in a fairly ordinary situation) I found its biggest strength to be its dynamic converation system, because the dialogue between the two characters flowed so naturally.
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| From | JAB <noway@nochance.com> |
|---|---|
| Date | 2024-07-07 08:23 +0100 |
| Message-ID | <v6dfpg$81v5$1@dont-email.me> |
| In reply to | #46525 |
On 06/07/2024 14:50, candycanearter07 wrote: > Well, I think Firewatch is a openworld and I've heard a ton of good > things about its story (and its on sale rn!) As Spalls has already said yes it's technically an openworld but the story is very much driven by going from A to B means you can then go from B to C. So the openworld is really limited in navigating between different story points and to me it did the feeling of out hiking very well especially as you navigate using a map and compass that is displayed as though you're holding them. The story is pretty good although there is one section that really feels out of place. The real draw for me is the conversations between the two characters. It manages to pull off that rare feat of you actually care about your dialogue options beyond which one advances the plot. Overall I'd recommend it although there isn't much replay value in it because each play thorough is effectively the same.
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| From | candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> |
|---|---|
| Date | 2024-07-07 14:00 +0000 |
| Message-ID | <slrnv8l7b9.9vqt.candycanearter07@candydeb.host.invalid> |
| In reply to | #46537 |
JAB <noway@nochance.com> wrote at 07:23 this Sunday (GMT): > On 06/07/2024 14:50, candycanearter07 wrote: >> Well, I think Firewatch is a openworld and I've heard a ton of good >> things about its story (and its on sale rn!) > > As Spalls has already said yes it's technically an openworld but the > story is very much driven by going from A to B means you can then go > from B to C. So the openworld is really limited in navigating between > different story points and to me it did the feeling of out hiking very > well especially as you navigate using a map and compass that is > displayed as though you're holding them. > > The story is pretty good although there is one section that really feels > out of place. The real draw for me is the conversations between the two > characters. It manages to pull off that rare feat of you actually care > about your dialogue options beyond which one advances the plot. > > Overall I'd recommend it although there isn't much replay value in it > because each play thorough is effectively the same. Alright, I'll pick it up if it's still on sale :P -- user <candycane> is generated from /dev/urandom
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