The Structure of Open-World Games is Weird

Razbuten
31 May 202224:32

Summary

TLDRThe video critiques open-world games for often failing to integrate exploration meaningfully with the narrative. It suggests incorporating systems like research points in *Pokémon Legends: Arceus* to incentivize exploration and discourage rushing through the story. The speaker praises *Elden Ring* for using difficulty to encourage exploration, but also acknowledges the challenge of balancing difficulty for all players. Ultimately, the video calls for a rethinking of open-world design to ensure that exploration feels essential and the world is truly impactful, rather than just a backdrop for the story.

Takeaways

  • 😀 The narrator believes that many open-world games miss the potential to encourage exploration more effectively, and a better balance of structure could help with this.
  • 😀 A system similar to *Pokémon Legends: Arceus* could improve player engagement by rewarding exploration and giving purpose to research activities.
  • 😀 Difficulty settings in games, like in *Elden Ring*, can act as a way to encourage exploration by gating progress behind challenging bosses.
  • 😀 The balance of difficulty is hard to perfect, and many players struggle with knowing what difficulty to pick before starting a game.
  • 😀 Even when difficulty settings are chosen appropriately, they can still create issues later in the game, especially in open-world titles where balance is difficult to maintain.
  • 😀 The narrator appreciates the effort put into creating large, immersive open worlds but feels that many of these worlds don't justify their existence or encourage enough exploration.
  • 😀 A lot of open-world games seem to separate their story from the world, missing the opportunity to integrate them more seamlessly and make exploration feel more relevant.
  • 😀 Difficulty in games, when paired with exploration-focused structures, can keep players engaged even if they reach a point where the main story's urgency is unclear.
  • 😀 Games with open worlds should create experiences that not only appeal to players who enjoy exploring but also keep those who are more motivated by rewards and progression engaged.
  • 😀 While many open-world games are beloved by millions, the narrator suggests that these games could be improved by rethinking how their open worlds are structured and how they integrate with the story.
  • 😀 The narrator reflects on how *Breath of the Wild* changed their perspective on open-world games, making them more critical of titles that don't fully justify having an open world.

Q & A

  • What is the speaker's general opinion on open-world games?

    -The speaker is critical of many open-world games, feeling that they often fail to fully utilize their potential. They argue that the worlds feel separate from the stories, and that many open-world games would have been better off as linear experiences with some exploration through a hub world.

  • How does the speaker suggest improving exploration in open-world games?

    -The speaker suggests adding systems, like the research points in *Pokémon Legends: Arceus*, which would encourage players to explore more thoroughly in order to progress. This would make exploration more integral to the gameplay experience, rather than just focusing on the narrative.

  • What role does difficulty play in encouraging exploration, according to the speaker?

    -The speaker believes that difficulty can play a significant role in motivating exploration. They use *Elden Ring* as an example, where difficult bosses force players to explore the world to gain the necessary tools and upgrades to overcome these challenges.

  • What criticism does the speaker have about the difficulty system in *Elden Ring*?

    -While the difficulty in *Elden Ring* encourages exploration, the speaker mentions that it can be frustrating for players who are overly stubborn. Some players may attempt to defeat bosses they are not ready for, and this could lead to a less enjoyable experience. Additionally, the difficulty curve isn't perfectly balanced across the game.

  • What does the speaker think about difficulty options in games?

    -The speaker sees difficulty options as helpful, as they allow players to adjust the challenge to suit their skill level. However, they acknowledge that it can be hard to know the right difficulty setting before playing the game, which makes it a challenge to find the most enjoyable experience.

  • Why does the speaker find open-world games difficult to critique?

    -The speaker acknowledges that many open-world games are beloved by millions and are considered some of the best in the genre. Their critiques are not meant to dismiss these games but to suggest improvements that could make them even better, reflecting their deep love and respect for the genre.

  • What is the speaker’s opinion on the structure of open-world games and their stories?

    -The speaker feels that open-world games often fail to integrate their stories and worlds cohesively. They suggest that open worlds should be more than just large maps where stories are placed; instead, the worlds themselves should feel significant and meaningful to the player.

  • How does the speaker feel about linear games versus open-world games?

    -The speaker believes that some open-world games might actually be better off as linear experiences with exploration through a hub world. They use *God of War* (2018) as an example of a game that blends some exploration in a linear format, suggesting that this approach might have suited some open-world titles better.

  • What is the speaker's overall critique of how open-world games are currently designed?

    -The speaker feels that many open-world games do not justify having an open world. They argue that these games often lack meaningful integration between the story and the world, leading to wasted potential. The worlds should feel like they matter and be designed to encourage exploration.

  • What example does the speaker use to illustrate how an open-world game can be better structured?

    -The speaker uses *Breath of the Wild* as an example of an open-world game that successfully made the most of its world. They mention that before playing it, they thought they disliked open-world games, but the experience changed their perspective on what these games could offer.

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Related Tags
Open-worldGame DesignExplorationPlayer EngagementElden RingDifficulty OptionsGame MechanicsGame CritiqueHorizon Forbidden WestBreath of the WildGame Structure