Wednesday, June 29, 2016

Open World Adventures Part 1

Picture Source: Nintendo

A little less than two weeks ago we got our first glance of the newest Zelda Game for Wii-U and NX. The Legend of Zelda: Breath of the Wild truly feels like a fresh start for the series. A truly open Hyrule, which you can explore freely. For the first time since the First Game Myamotos inspiration, his childhood days exploring the forests and hills around his home, seems to come to life. Over the last couple of weeks we have seen a lot of material of the new title and got a glimpse of how Nintendos approach to an Open-World Game looks like. This got me to think.

Open-World is the get to gameplay in today market. Every successful series goes Open-World. With varying degrees of success. The Legend of Zelda: Breath of the Wild looks like it manages the transition quite fine and the gameplay of a Zelda title definitely suits Open-World.

So let's take a closer look at the Open-World style of games out there. For the next three days I'll post my thoughts on the two basic approaches of Open-Worlds before laying out my ideas for the future of these games on the third day.

Today we start with the type of Open-World that is most common in todays AAA games.

Come closer and step right in. Welcome to


The Themepark:


Picture Source: Wikipedia

Now I admit that I borrowed this term from the world of MMOs, but it describes these kind of Open-World experiences quite well in my opinion. But first what is a Themepark game.

It simply means that the game is build like a Themepark. Lots of attractions and lots of entertainment, but it comes at a price. Just like in Themepark there is nothing to do between the attractions. And while you're riding the attractions you'll follow a strict path. This creates an on rails experience, even though the game may be Open-World. You can clearly distinguish between what is actual content and what was just put in as filler. What you're meant to play and what is only created in order to fatten up the game. This creates to problem of the Overworld feeling like a chore. Some games try to avoid this problem by making the space between the attractions as small as possible, thus sacrificing even more of the authenticity of their world. Around every corner you'll find something to do. While this sounds great the problem still lies withing the Themepark approach. Often the attractions don't blend in very well with the world. Five enemy bases in an area smaller than my neighborhood just isn't believable. Also the problem of the on rails experience persists. And lastly to keep the world huge and filled to the brim with content the developers often use copypasted attractions. The Viewpoints in Assassins Creed or even the enemy bases in Far Cry. Once you've seen one of them, you've seen them all.
Another Problem of the Themepark is that it lacks long term motivation. What do you do after you seen all the attractions? Sure some of them may be fun enough to justify a second ride (if possible), but in the long term the world itself doesn't offer an incentive to play the game.

Let us now examine the Problem of this approach on a practical subject.

 Picture Source: Dillian

We'll start with an older example. The Legend of Zelda: The Wind Waker offered a huge Open-World. 49 Islands and a huge ocean to explore. During the days of the GameCube this truly seemed like an endless world. But soon it exposed the weakness of the Themepark design. While the attractions (Islands) were a lot of fun to explore the world between them was not. Even if the World only serves as a way to move the player between the unique attractions you build for your game, you need to make the journey fun and engaging. Copy pasted Pirate lookouts are not enough to achieve that.
Raise your hand if you used to sail everywhere in Wind Waker. Thank you. Now sit down. All both of you.

Picture Source: Dillian

The moment I got the Ballad of Gales this got my go to way of crossing the Great Sea. Granted the method of quick travel will be used eventually, no matter how great the Overworld is, but it should at least take a while. A good Overworld should invite you to explore it and not make you want to swiftly skip to the next point of interest.
Like many other games Wind Waker also tries to fill it's overworld with copy pasted content, but that is the problem. The only part in the game where Rubys matter is the Triforce Hunt so why should I keep fishing up Treasure Chests? The Pirate Watchtowers are mostly ignored after you cleared a couple of them.
The only side activity on the Great Sea that I find fun and engaging is hunting and killing the Big Octos.


So are Themeparks bad then? Of course not. It's easier to create and the attractions are almost always fun. However it also shows how useless many Open-Worlds are. If the only reason you have an Open-World is so that you have a space for traveling between your attractions do you really need to be an Open-World game?

This is all for today. So what are your thoughts on Themepark Open-Worlds? Do you prefer them? Do you hate them? Let me know in the comments.

And as always

thanks for reading   

No comments:

Post a Comment