Wednesday, 19 February 2020

Editorial | What makes an open world game compelling?



By Sam Coles:

(All screenshots were taken by me via photo modes)

Open world games are ubiquitous these days, but whatever you think of them they are a compelling way to convey exploration. I remember a time when they use to be special when they were here and there, when one would come along nine times out ten would be fantastic. Digressions aside I want to talk about what makes an open world beautiful to experience and explore, yes they are in abundance these days and I would honesty take a more focused experience these days but they are still great to traverse when done right.

Let’s get the obvious element out of the way first, graphics! Now I know there are those who champion that graphics aren’t important, but every game I have ever played has them you see I can play with words and statements too. Anyway sarcasm aside, beautiful visuals do help with the immersion with open world games they make the world for a lack of better words believable. Yes you are right graphics do not equal a good game that is one hundred percent correct, but we are human and let’s face we do like to look at things that are aesthetically pleasing.

Exploration may also come across as obvious, but it is amazing how many games get it wrong within the genre. Rockstar Games have this down perfectly, where their worlds organically open up to the player as you progress where it doesn’t remind you that you are playing a game *cough* Ubisoft *cough*. Of course I couldn’t forget to mention The Elder Scrolls IV and V when it comes to exploration, as they are the true definition of freedom in open world games. You can finish the first main quest or tutorial, do a complete 180 and walk in the other direction. This is great as the game doesn’t penalise you, because Skyrim especially rewards you for being a curious cat by sniffing around each nook and cranny.

Atmosphere can be looked at from many angles, but for me it comes down to weather effects, day and night cycles, random encounters and of course music. Let’s start off with Red Dead Redemption 2 what can be said about its atmosphere that already hasn’t been said, it perfectly simulates the great outdoors with different weather from sweltering heat in the desert to the blizzards in the frost laden mountains. Rockstar in general seem to nail it with believable weather effects, even their older titles like Grand Theft Auto IV which still give off this ominous atmosphere with thick fog, as you see a red traffic light bleed through as you get closer to it. Not only that the downpours that cover Liberty City still hold up nearly 12 years later, as rain drops land on the roads and cars.

Atmosphere is not just the effects or visuals in general, but music can also attribute to one’s immersion when explore a majestic landscape. I know I made fun of Ubisoft’s open world design earlier, but one cannot deny that they craft beautiful soundtracks to go with their games as they are always thematically appropriate. Take their recent Assassin’s Creed game Odyssey, where the tracks are calm and relaxing which reflect the warm regions of Ancient Greece with good use of Mandolins to help sell the player of this Greek adventure. The Assassin’s Creed series in general always expertly craft their soundtracks, which help complement each time period they decide to explore, from Reissuance Italy to the golden age of piracy where you almost have law suit levels of similarity to the Pirates of the Caribbean soundtrack.

Lastly we get to the gameplay section of any open world game, to put it simply stuff to do within them. This can be double edge sword where you can either have too little or too much in them again something Ubisoft is known for. Games like Red Dead like to take a more thematic approach to it, where it makes sense to include side quests or mini games to a time period because it was actually there. Where on the other hand you have games like Watch Dogs or Far Cry which give you a huge checklist, which don’t really go through instead you obliterate it. The happy medium would be The Witcher 3, where the side quests have just much importance as main quests where they don’t feel second nature and have an overall purpose where players feel compelled to complete them.

When a developer takes the time to craft an open world they can be spectacular, but these days they are as common as Tic Tacs and are just as disposable. Granted given the choice I would rather take a more focused and linear experience these days, but that doesn’t mean I can’t appreciate and explore a world that was craft with care and attention.

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