Picture Source: The Legend of Zelda: Breath of the Wild
In the last couple
of days we looked at different approaches to Open-World Games. The
Themepark where the Overworld serves as a way to connect the
different attractions and the Sandbox where the Overworld is the
attraction. Both are credible ways of creating your game and both
come with different perks and challenges. Personally I prefer the
Sandbox approach and that's what I want to focus on in this last
part.
I really like
games where you're left to your own devices. Where you can explore a
world and discover things for yourself. I loved Skyrim and I loved
Xenoblade Chronicles X. But one thing I always missed was a world
that truly felt alive. It's true that Open-World Games made huge
leaps in the last years, but with bigger worlds it also becomes more
and more apparent that everything revolves around you. In a way
you're the main attraction. This only applies to single player games
of course. And that is something I'd like to see changed.
Now first let me
explain what the problem is with that in Sandbox Games. Let's use
Xenoblade Chronicles as an example. Also I'll spoil some plot points
for that game, so be warned.
After their ship
broke apart and forced them to land on Planet Mira the game revolves
around the search for the Lifehold. This is the part of the ship,
where their actual bodies are stored. The Player and other characters
are only remote controlling Cyborg Bodies from there. The Lifehold
threatens to run out of energy, killing every human on the Planet. So
the final Mission sends you onto a dramatic rescue with only a few
percent of power remaining. Every second counts.
But wait. Nope it
doesn't.
It's an old
problem found in many videogames. Something threatens the world, but
you'd rather do some sidequests. I don't care about Alduin devouring
the Souls in Sovengarde I have rats to kill.
This creates a
rift between the game and the player.
I know that this
is often unavoidable and the idea that I'm about to propose isn't a
100% solution to this problem, or even a viable one ,but still I
wanted to talk about what I'd like to see in a future Open-World
game.
A living World:
Picture Source: Skyrim
Let's look at
Skyrim as an example of how my idea could work. The first and most
important thing to this is, that there is no world ending threat. And
the second is that your actions and even more important your
non-actions have consequences. The world doesn't revolve around you.
So let's start.
The player is
still the dragonborn. He is still has the power to absorb dragon
souls and use shouts, because this is a cool gameplay mechanic. But
this time there is no Alduin. The Civil War still wages on, the
Foresworn are still a problem in the Reach and Draugr still haunt the
crypts. In fact the World still is in need of a hero, but, and that
is important, it doesn't wait for you.
Let me explain
this with an example. After a long journey you reach a small town in
the woods. You only want to rest here for the night, because your
goal is to quickly reach Whiterun to join the Companions. Now in the
inn you hear some people talk about the strange lights seen in the
forest recently. Especially around the old crypts. Of course this
rings some bells. You decide to delay your journey and check out the
crypts. Down there you find a necromancer trying to raise an army of
the dead. You battle him and put a stop to his plan.
But what would
happen if you instead head for Whiterun and ignore the threat? Well
normally it would wait till you return, but not this time. In this
game after a couple of (ingame) weeks have passed the Necromancers
army is big enough and he attacks the village. Now when you return
you only find smoking ruins. The Necromancers has made the inn into
his fortress and his mighty magic prevents you from entering. You now
have to venture into the crypts uncover a trinket that helps you
overcome his barrier and then slay him. But the village is lost.
The same goes for
the Civil War. You could choose a side and help to win or you could
ignore the war and let it play out. Yes even without you
participating the world would change.
Of course this
would mean a lot of work. And it still wouldn't be a truly free
world, but also this isn't possible in video games. Check out the
Stanley Parable for more on that. It's a great game that teaches you
a lot about freedom in video games.
Still I'd really
love to see a world which changes without the players input.
What are your
thoughts about this? What would you like to see as next step in
Open-World Games? Let me know.
And as always
thanks for reading
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