Saturday, July 2, 2016

Open World Adventures Part 3

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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