3 design changes that would improve open world games
From The Elder Scrolls to Far Cry, the open up world genre of video game has go a staple of the industry. Their wealth of content and expansive settings are bonny traits, later all.
Despite this, though, in that location are three things that most of these games do that hurt the open earth formula more than help it. In this article, I aim to highlight what the flaws are and so evidence some solutions and examples where the changes take worked.
Reduce the number of fetch quests
Something mutual in open world games is the abundance of "fetch quests", or missions in which yous get an item for someone and return information technology.
These aren't necessarily bad on their own. In fact, they tin can actually be quite fun if the journeying to retrieve the object is interesting and engaging. However, the vast majority of fetch quests beyond these games are dull and repetitive. When fetch quests are like this, they serve no purpose other than to pad out the gameplay.
In gild to solve this outcome, developers should focus on making a wider variety of missions instead of the repeated apply of fetch quests. Some kinds of missions could include compensation hunting, saving innocents from thieves, or even trying to solve a murder case. The possibilities are endless, so developers should explore that sail more in the future.
Play music less often
Video games are often complimented by beautiful music, and this is every bit true for the open world genre equally any other type of game. However, one thing that often bothers me about music in these titles is that information technology never stops playing. There'south very rarely a moment of silence.
This may seem like a skilful thing, merely I think that y'all lose the benefit of hearing the other sounds the game has to offering. Being able to experience birds chirping, grass ruffling, and wind bravado adds a type of immersion that a musical score can't reach.
A game that understood this and embraced information technology was Nintendo'south Legend of Zelda: Breath of the Wild. Throughout this game, music was used sparingly, allowing for the natural sounds of the setting to shine.
Allow for the joys of discovery
Trying to discover all of the content in open world games is a big claiming, and a popular design decision to aid players out with that is to climb alpine vantage points in society for locations of things on the map to be revealed to the player.
This certainly makes it easier to find what the setting has to offering, sure, but it also robs the histrion of the feeling of discovery. When everything is shown to yous, the game feels less like an risk and more like a checklist.
Breath of the Wild succeeds in this area too. It does this by making the procedure of finding everything manual. There are towers to climb, but doing so doesn't show you everything; it simply gives you lot a useful vantage bespeak in which you can scope out the mural yourself.
This is of import because it allows for u.s.a. to cover our curiosity. When everything isn't shown to us, we actively try and look for those things, and when we find them, information technology feels good because we did information technology. Our bulldoze to explore was the reason that a secret was institute, not an icon on a map.
Your thoughts
What practice you think about these changes? Do y'all hold with me? If not, what changes would you make to the pattern of open earth titles? Let me know in the comments.
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