Январь 2010 Февраль 2010 Март 2010 Апрель 2010 Май 2010
Июнь 2010
Июль 2010 Август 2010
Сентябрь 2010
Октябрь 2010
Ноябрь 2010
Декабрь 2010
Январь 2011
Февраль 2011 Март 2011 Апрель 2011 Май 2011 Июнь 2011 Июль 2011 Август 2011
Сентябрь 2011
Октябрь 2011 Ноябрь 2011 Декабрь 2011 Январь 2012 Февраль 2012 Март 2012 Апрель 2012 Май 2012 Июнь 2012 Июль 2012 Август 2012 Сентябрь 2012 Октябрь 2012 Ноябрь 2012 Декабрь 2012 Январь 2013 Февраль 2013 Март 2013 Апрель 2013 Май 2013 Июнь 2013 Июль 2013 Август 2013 Сентябрь 2013 Октябрь 2013 Ноябрь 2013 Декабрь 2013 Январь 2014 Февраль 2014
Март 2014
Апрель 2014 Май 2014 Июнь 2014 Июль 2014 Август 2014 Сентябрь 2014 Октябрь 2014 Ноябрь 2014 Декабрь 2014 Январь 2015 Февраль 2015 Март 2015 Апрель 2015 Май 2015 Июнь 2015 Июль 2015 Август 2015 Сентябрь 2015 Октябрь 2015 Ноябрь 2015 Декабрь 2015 Январь 2016 Февраль 2016 Март 2016 Апрель 2016 Май 2016 Июнь 2016 Июль 2016 Август 2016 Сентябрь 2016 Октябрь 2016 Ноябрь 2016 Декабрь 2016 Январь 2017 Февраль 2017 Март 2017 Апрель 2017 Май 2017
Июнь 2017
Июль 2017
Август 2017 Сентябрь 2017 Октябрь 2017 Ноябрь 2017 Декабрь 2017 Январь 2018 Февраль 2018 Март 2018 Апрель 2018 Май 2018 Июнь 2018 Июль 2018 Август 2018 Сентябрь 2018 Октябрь 2018 Ноябрь 2018 Декабрь 2018 Январь 2019
Февраль 2019
Март 2019 Апрель 2019 Май 2019 Июнь 2019 Июль 2019 Август 2019 Сентябрь 2019 Октябрь 2019 Ноябрь 2019 Декабрь 2019 Январь 2020
Февраль 2020
Март 2020 Апрель 2020 Май 2020 Июнь 2020 Июль 2020 Август 2020 Сентябрь 2020 Октябрь 2020 Ноябрь 2020 Декабрь 2020 Январь 2021 Февраль 2021 Март 2021 Апрель 2021 Май 2021 Июнь 2021 Июль 2021 Август 2021 Сентябрь 2021 Октябрь 2021 Ноябрь 2021 Декабрь 2021 Январь 2022 Февраль 2022 Март 2022 Апрель 2022 Май 2022 Июнь 2022 Июль 2022 Август 2022 Сентябрь 2022 Октябрь 2022 Ноябрь 2022 Декабрь 2022 Январь 2023 Февраль 2023 Март 2023 Апрель 2023 Май 2023 Июнь 2023 Июль 2023 Август 2023 Сентябрь 2023 Октябрь 2023 Ноябрь 2023 Декабрь 2023 Январь 2024 Февраль 2024 Март 2024 Апрель 2024
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
Game News |

It's time for open world games to ditch the question marks

 It's time for open world games to ditch the question marks

One of the more common complaints about modern open world games is how they have become exercises in 'icon-chasing', where you spend most of your time pinging between dozens of different question-marks on a map, rushing to sweep them up like a weaponised cleaner. It turns what should be a free-spirited adventure into an exhaustive to-do-list, and can make what should be your relaxation time feel more like work.

The question, of course, is how do games resolve this? One potential solution would be to make open-worlds smaller and easier to complete. But size alone isn't the problem, it's what open-worlds do with these spaces. Pointing players at the 'interesting' bits of your open world implies that everything between those icons, which likely totals most of your game world, isn’t interesting. But open world games are supposed to be about these spaces. They exist specifically to be journeyed through.

So perhaps the solution is to make the act of journeying more interesting. Many open world games acknowledge that journeys should not be entirely passive. Skyrim occasionally accosts you with a bandit on a road, while Red Dead Redemption might spawn a horse thief that nicks your steed and forces you to chase them down. These are steps in the right direction, but the problem with such randomly spawning events is that they are specific events. They repeat themselves, which quickly turns from being a novelty into an irritation, pushing your finger toward the fast-travel button.

(Image credit: Capcom)

To really create that sense of adventure, to make a player's journey feel meaningful, open world games need to place much greater emphasis on what happens on the road, rather than where the road ends. In Dragon's Dogma, many of its most spectacular fights happen while en-route to other places. You might try to take a shortcut through a mine and end up battling a huge cyclops, or approach the city of Gran Soren only to be attacked by a giant bird monster, forcing you to grapple onto its body and bring it down in-flight. The game is essentially a fantasy road-trip, and the way it approaches encounter design makes it feel more personal and unpredictable than a more formatted open world.

Ideally though, you want your game to be able to generate such experiences from the systems themselves. A surprisingly good example of this is Avalanche's Max Max. Mostly, Mad Max uses a by-the-numbers open world template, filling its wasteland with cookie-cutter activities. But the game also features dynamic lightning storms that batter the ground with thunderbolts and kick up debris that can knock Max flying. These storms can intersect with other game features and systems, such as the bandit convoys you can chase around the map. Trying to harpoon cars off the road while being peppered by lightning, or squaring up for a fistfight against a bandit only to watch them get poleaxed by a flying chunk of scrap, is the exact kind of unique moment that open world games were always intended to create.

But the undisputed champion of the open world journey is Death Stranding. Unlike virtually every other open-world game, everything interesting in Death Stranding happens en-route to somewhere else, whether it's sneaking quietly through a nest of BTs, or dashing to evade the electric spears of a gang of tech-hungry Mules. Sam Bridges is basically an apocalyptic postman, and Death Stranding understands that a postman's job becomes interesting not when they shove the letters through the letterbox, but when they get chased down the street by the Alsatian at number 32.

(Image credit: Avalanche Studios)

More importantly still, Death Stranding makes the terrain itself an active participant in play. You're not simply travelling through it, gawping at the scenery and watching for points of interest. You're plotting a route across a ridgeline, deploying ladders and ropes to create new pathways up mountains and across ravines, establishing new infrastructure so that your journey is easier next time, or just trying to stop Sam from falling on his arse while descending a slope. Even death has a major impact on terrain, blowing huge craters in the landscape that make your next courier job a very different experience.

Death Stranding is built to keep you engaged in your surroundings regardless of what those surroundings are. It achieves this through thinking about what its themes are, and how to bring those into play on a moment-to-moment basis. There are other potential ways to do this. Returning to Mad Max, instead of using the familiar open world template, what if everything in the game was mobile, and Max was constantly tracking and chasing huge, Fury Road-like convoys of vehicles, slowly battling his way forward as the convoy travels across vast tracts of desert and wasteland.

Alternatively, why be content with one open world? One of the most interesting proto open-world games was Soul Reaver, because it actually had two versions of its world—the physical and spiritual realms—overlaid atop one another. These worlds are similar but different, which the game uses to build environmental puzzles. A doorway in the physical world might not exist in the spiritual. This means you're constantly engaged with the level design, looking for clues and inconsistencies that might reveal a passageway. You could even have actions in one world affect the other, much like Dishonored's time-travelling level A Crack in the Slab.

(Image credit: Arkane Studios)

Or you could try something really weird like The Eternal Cylinder, a game in which you play a Spore-like creature that has to evolve and adapt to escape from a rolling pin the size of a mountain-range. It sounds daft, but the game looks fantastic, super-dynamic and open-ended. It's also an idea that could work in other contexts. Instead of fleeing from a giant cylinder, imagine an open-world Terminator game where you had no objectives but to evade a T-101 however you could, gearing up as you did so and searching for a suitable place for a showdown.

Before the phrase 'open-world' became du jour, this style of game was known by another term: sandbox. It conjures up a very different image, one not of endless horizons, but of a space designed specifically to encourage creative play, to facilitate unique stories and experiences. This is what I want from future open-world games. I'm tired of filling-out maps and checking activity boxes. I want open worlds to bring the adventure to me.



Читайте также

The Great 0516 это новая ролевая игра от Tencent на Android

The Fallout show's Wasteland looks so good in part because it's real: Some of it was shot in the same desert as Mad Max: Fury Road

Great Conqueror: Rome 2.9.0




Game24.pro — паблик игровых новостей в календарном формате на основе технологичной новостной информационно-поисковой системы с элементами искусственного интеллекта, гео-отбора и возможностью мгновенной публикации авторского контента в режиме Free Public. Game24.pro — ваши Game News сегодня и сейчас в Вашем городе.

Опубликовать свою новость, реплику, комментарий, анонс и т.д. можно мгновенно — здесь.



Персональные новости

Зацепера, приехавшего на поезде из Москвы в Петербург, задержали на вокзале

Шапки женские на Wildberries — скидки от 398 руб. (на новые оттенки)

Социальная работа на предприятии: современные тенденции и интересные кейсы

«Маленький принц» с Безруковым открыл «Эхо» Большого детского фестиваля в Архангельске