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Topic: Is "Open World" Hurting Gaming?

Posts 41 to 43 of 43

shani

@Haru17 Hm really? I was actually not trying to do that. As mentioned, there are games that work better with the linear concept (think puzzle games like Portal or story-heavy games where the openness would be an issue). But generally the open-world approach should be the standard (from which linear game concepts can deviate any time) because of the possibilities it offers. How is that demonizing?

Edited on by shani

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Andrew5678

Not gaming as a whole, but I think it's kind of become homogenized by a lot of developers trying to hop onto the big trend for the sake of it. As mentioned by others, it's similar to the mascot craze and 3D platformer craze of the 90's, but I also see it as similar to the shooter trend of more recent years. Nothing bad about trying to appeal to what's popular, but halfhearted attempts are just going to go further in burning people out of the trend, leading to a faster end. Nothing lasts forever, and big open worlds with a ton of stuff to do seems tougher to do right than a shooter and platformer. A lot of them fall into the trap of having monotonous side quests rather than special events that help individualize what happens in it. I love Breath of the Wild (still need to finish it, only 70 hours in) but it kind of feels like this happened in it too, with rewards for finishing quests mainly being items that can ultimately be thrown away or used up, rather than key tools that can be brought back later.

That's not to say it's bad, in fact I can tell a lot of work went into the game, and a larger adventure that expands on past Zelda games makes sense to create. Just making games solely to catch onto trends will usually produce subpar creations at best. Trying to make a great game in the vein of a certain genre, even if things don't come together perfectly, is what should happen, lest people become disillusioned with games that feel more like time sponges than epic adventures.

Andrew5678

Ryu_Niiyama

Hurting, not really. I think that is like asking does any genre evolution hurt gaming because it's popular. Granted, I'm mostly a single player gamer that grew up on JRPGs so I like the amount content open world games add. However I really feel that for the most part open world is just what devs always wanted action-adventure games to be (I've been saying for a while that aside from the dungeon change...and they still have dungeons that BOTW is just pretty much LOZ 1 the way Miyamoto-dono mostly imagined it to be but couldn't make on the NES).

Also most of those games don't require you to do half that content...just like JRPGs and collecthons don't require you to find everything...just depends on your gaming style/personality. That is not to say that short linear experiences don't have their place, but they really weren't as commonplace as nostalgia likes to tell us they were. Still, those experiences haven't died out, but on rails, A to B games were never popular. (Platformers are collectathons so I don't consider them linear). I just think that we are at a point that tech can create the worlds these devs have in their heads....and they are big worlds with lots (if you want) to do.

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