"Our game's open world is so groundbreakingly big that it'll take you an hour to travel from one side of it to the other." Anyone that's followed the industry closely will have heard the prior quote before, whether it's paraded positively by a public relations person during a presentation, or typed out on an official channel like the PlayStation Blog. Developers often flaunt the size of their sandboxes like a badge of honour; it's the bullet point that makes their latest title worth buying. But is bigger really better?
Back in the days when Push Square was little more than a blog catering to a few hundred people a day, Codemasters sent us review code for a release called Fuel. It was an off-road racing game, and it had the biggest open world ever designed at the time. A quick peek at the Wikipedia page reveals that it was 5,560 square miles in size – more or less on par with the entire state of Connecticut. It was a big deal, and it formed almost the entirety of the title's marketing campaign; the pitch was that you could literally explore for hours.
The problem was that there was nothing to see. The developer – a Bordeaux-based outfit named Asobo – went on to win a Guinness World Record for the technical achievement, but reviews were mixed. Granted, it was impressive the way that you could scale the map from one end to the other without ever seeing a loading screen, but the release was empty, lifeless, and utterly devoid of things to do. Worse still, you never developed a connection to any particular segment of the setting because it was just so big.
Some titles feature content for the sake of it – it's the game design equivalent of bizarrely popular website Buzzfeed
And while titles have gotten better at populating their sandboxes with trinkets to collect and side-quests to complete, isn't this kind of busywork becoming a chore? The Crew is a good example, as its gargantuan depiction of the United States is comparable to the aforementioned release. While it has a little more going on than Fuel, though, can anyone honestly say that they enjoy scouting for satellite dishes and stopping to check in at hundreds of landmarks? It's content for the sake of it – the game design equivalent of Buzzfeed.
Compare all of this to Resident Evil, a release which has just been remastered for the PlayStation 4 and PlayStation 3, and has a setting so small that it would barely even register on Assassin's Creed Unity's icon infested map. The Spencer Mansion is tiny, but there's beauty in its brevity, with every single carpeted corridor and locked door harbouring secrets that almost insist upon your attention. Sure, some critics may argue that there's a bit too much backtracking in the adventure, but learning the ins-and-outs of the environment is part of the package's appeal.
And you never, ever build up this connection with enormous open worlds. The Elder Scrolls V: Skyrim has one of the best sandboxes in recent memory, and yet, once you get beyond the impressive scale of it all, you'll probably find yourself fast-travelling from settlement to settlement, probing for the meat in its otherwise vacant expanses. It's successful in conveying atmosphere, much like Grand Theft Auto V, but doesn't the tedious travel hurt the pacing of the experience once you've got past the initial allure of its technical achievement?
Meanwhile, Batman: Arkham Asylum, with its intricately woven districts, is, for many, still the pinnacle of Rocksteady's superhero series – and the biggest difference between it and its successor, Batman: Arkham City, is the scale of its open world. Similarly, consider how Jak & Daxter ditched its compact hub for the dreary vehicular playbox of Jak II: Renegade – a step back, despite the latter being a more technologically accomplished affair. In each case, the developer has assumed that bigger is better – but is that really the case?
There'll be a fair few of you shouting at this article already, screaming that you adored Los Santos and soaked up every square inch of Skyrim – and that's fine. But in demanding bigger worlds, are we actually getting better games? The factory-like output of publisher Ubisoft is sucking the soul out of its titles, and even as its worlds grow, the content inside them is getting increasingly predictable. The Spencer Mansion proves that less can be more – and we must try to remember this before we get lost in a world of empty, overly expensive environments.
Do you agree that smaller sandboxes can sometimes be better, or do you want publishers to push harder for bigger open worlds? Set a waypoint to the comments section below.
Do you prefer bigger open worlds? (87 votes)
- Of course, bigger is always better
- Hmm, it depends
- No, there is a thing as less is more
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Comments 39
the problem is making a big open world is all well and good but you have to balance it out with enough content or it just ends up feeling empty and boring
bigger isn't always better, especially in games
Until developers find something else to put into these worlds besides collectables or redo-able missions (I'm looking at you Destiny) it will always be something that becomes a little sterile after a while. Then again, some games like Need For Speed, could arguably do with a larger world, when you take into consideration the speed of travel.
Skyrim was probably the last world I "breathed in" so to speak, but that was due in part to the nature of the villages/towns being so far apart and the superb geographical landscaping.
Keep them the same and add more stuff... I say... But then I remember I want No Mans Sky so I guess i'm defeating my own argument!
It really has to have a balance of openness and content. Fallout 3 was an amazing game that I thought did a great job with this. Sure, some journeys across the wasteland were long but you had ghouls and Raiders to deal with along the way. Some games try to hard though and that's a big turn off
It really depends. I'd say Second Son had the right size world. Smaller would have been cramped, bigger would have been a bit bloated. I think if you have enough things to do though, and there's fast travel, then there's no issue with having huge open worlds. In Batman: Arkham Origins, the fast travel often didnt seem to be working for some reason, so traveling got a bit tedious at times. A case of a good fast travel system being vital and solving problems.
All depends on the content, and how well designed the world is.
I adore Skyrim, for example, and could walk around it for hours on end, but even then, I admit that it feels a little empty at times.
On the other hand, you can't walk five minutes in Assassin's Creed Unity without finding something to do, but at the same time, these activities are usually tedious and involve some sort of collectible.
I do think better hardware will improve open world games, though. In time, the worlds will become more and more dynamic, and that'll be a big difference when it comes to exploring and actually wanting to explore open expanses.
Open world, has become the "new" first person shooter. Over saturation is unavoidable. You can also be easily overwhelmed and never truly do everything that's available unless it's your only game and you have the time to sink in. I like linear games more. There is a definitive end and you can move on feeling accomplished. When it comes to open worlds i often find myself saying "i only beat the story".
IF DONE RIGHT then yes i think bigger is better (when it comes to open world games). cant compare open world games to RE lol. apples and oranges man, apples and oranges. why not compare it to street fighter (my favorite game of all time). this discussion gave me a great idea for a game though. i dont think its ever been done, and i think it would be really cool. ok, get this........OPEN WORLD PINBALL!!!!! would that not be awesome or what?!?!? btw im serious
Generally I don't like open worlds game, but I like Infamous, Gravity Rush and Batman Arkham, so there's always an exception.
@get2sammyb why you keep hitting on Jak II when you have a opportunity? There's a personal situation? it's becoming kinda annoying for me, the game it's the best of series, by the way try replay the game on HD, it's better than ever.
While not "open world" I really enjoyed running around and riding around in DQ8 on PS2. I like finding treasure chests in hidden areas and coming across a variety of locations. Shadow of the Colossus got real boring real fast w/ nothing to do but ride. Windwaker HD had to much water even w/ fast sailing, I can only imagine how intolerable the original must have been.
So big worlds are good, but they have to be diverse, and you have to have something to do in them.
BTW - Minecraft proves people like their worlds bigger. Nobody seems to prefer the "app", and everybody seemed happy PS4/X1 were bigger than PS3/360. At least I can't recall hearing a single person complaining that Minecraft got to big.
I say bring it on, BUT teleportation devices are a MUST.
Yes.
I definitely agree with the premise of this article but i think in terms of recent open world games skyrim is a poor example to demonstrate their 'emptiness'. Its surely one of the very few open world games in which (among other things) you can enter every building, every npc is voiced, there are loads of quests yet few (any?) are related to collectibles etc. Of all the open world games i can think of i would argue the elder scrolls series constructs by far the most vivid and content rich examples (and was constructing them before they became an industry trend). But like i said, i definitely agree that there is a recent trend of open world games being somewhat lifeless and lacking meaningful content.
I SOAKED UP EVERY... but seriously, no I do not fast travel in TES/Fallout games! Speaking of which, TES:Arena was giant and Daggerfall was bigger and completely randomly generated. Morrowind was smaller with tons more to do, oblivion was big and a good mix, and Skyrim is the same size but with more topography and "filler" for lack of a better term. That being said, who didn't love Shadow Moses or The Big Shell? Small can be great, but gimme dat Black Sabbath while I explore mountaintops, too.
I have to agree. Open World doesn't always equal better. A large open world is useless if there's nothing interesting to see or fun to do.
I'm getting bored of open world games. Batman Arkham Asylum should have been a lesson to other devs. Sometimes less is more. Rocksteady didn't even follow that when they made Arkham City, and the new one is probably going to be even worse because they have to give you a reason to drive around in the Batmobile. Overall, more games like Arkham Asylum please.
The crew is crap regardless of size, it just makes it a more epic joke. Length of the game obviously comes into play. It also depends on if there is any purpose to distances, No Mans World might be amazing but could just as easily be a tragedy. There needs to be a a balanced ecosystem regardless of size unless your aim is sparsity.
@TXP Skyrim is amazing, I totally agree. Yet, when I think about my time with that game, I remember just fast travelling to all of the 'interesting' bits. What purpose did all of the other vast expanses serve? I'm not sure.
I loved the large open worlds of Far Cry 3 and 4 (even though I'm still playing 4) but that is because a lot of events and situations can happen on the fly and you do not have the usual trigger points that can happen in other worlds even though they are present in a more random shape or form, so it always feels unpredictable which keeps it fresher for longer. Large open worlds need to be unpredictable like the fore mentioned Far Cry 3 & 4 and GTA V to name a few but without unpredictability they could get boring.
Oh man this is such a loaded topic I could go on for days discussing it and breaking it down. I guess I would say that technically Shenmue on the dreamcast was my first journey into the open world genre before open world was really even a norm and trust me by today's standards Shenmue would be considered linear in comparison but I fell in love with the freedom of exploring a living, breathing Japan setting at my own will without many limits. Then the Yakuza series, again, smaller than most modern "open worlds" that are popular today but fun nonetheless and a series that makes sure you have plenty to do and are never wandering around aimlessly. As far as taking that real big leap into modern open world sandboxes, I was hesitant for many years because I thought I would become bored and lose focus especially after titles such as the Uncharted series, the last of us, Tomb Raider 2013, heavy rain and telltale games brilliant story centric games had quickly become my favorite in the medium. Then I decided to buy the rock star 4 game pack deal a year ago because I was really interested in LA Noire which gave you an open world but kept the actual storytelling linear, which was a stepping stone. Included in that pack however was also Red Dead Redemption a game I had heard praise of for years. Unsurprisingly, I loved red dead and la noire both amazing titles with beautiful worlds and great character driven stories to go with it (I was never really a gta fan). thanks to those titles it kind of went from there where I tried both Mafia 2 (similar structure to LA Noire in nature) and Sleeping Dogs which I thought was nailed pitch perfect (Hong Kong setting, great melee combat, gritty undercover cop story). This lead to me swallowing my pride and giving GTA 5 a chance despite not being a super fan of the others and I'm one of those that really does love Los Santos, the three character story arc, and all the refined gameplay improvements made me a big fan despite my hesitancy and one of those guys calling gta overrated beforehand. I've also played all of the seventh gen AC titles which I did enjoy but understand the complaints by people. Watch Dogs was good too more so because of the hacking element rather than its open world. Saints Row the third was okay too but nothing particularly memorable, and had a great time conquering rook island in Far Cry 3 which ill give credit for opening me up to more FPS games. Next week ill finally be checking out just cause 2 which I've heard mostly great things about. (I've also completed the hero story for Infamous 1&2 which were fun once I got into the groove, preferred the 2nd titles world and story over the first) I just went on a whole spiel but to answer the actual question, open worlds are compelling when done right, when you're immersed and it's somewhere you want to spend time in as opposed to grinding through it to complete it's checklist. The story and characters still need to be compelling in my book however, open world or not those rules still apply to me and a beautiful open world backdrop and playground is just icing on the cake but developers can't simply rely on the world itself to sell the title, the content in the world as well as it's characters and plot are what makes day one purchased for this guy a guarantee as opposed to "eh maybe it'll be fun."
@get2sammyb
It's a fair point. I suppose the expanses between towns and dungeons etc. simply serve as context for those bits, in theory they need not exist but personally i think the game would have been far worse had its content took place within a much reduced area. I guess in the end it comes down to your personal opinion on the balance of such things, and i reckon skyrim achieved a better balance than most other games in recent memory.
I used to enjoy open world games alot, but lately I've realized that they just take up too much of my precious gaming time.
I mean I do still play them, they just don't have higher priorities for me anymore.
I think the size of the world should directly correspond to the amount of detail and lore that the developers can place into it. I think the infamous games and From Software's Souls series got it right. I figure that as long as I actively want to explore the area wholly at least once, then it's done right.
I prefer smaller open world's myself. Using Elder Scrolls as an example, I found the world in Oblivion to be far more interesting than Skyrim. Everything just seemed a little more focused and the world was more interesting to explore due to there not being vast voids between points of interes. Large open world's need to pack the world with interesting things to do in between quest points etc otherwise it's a waste of everybodys time
@ferrers405 In this context, I really wasn't hitting on it - I think that's a good example of a world getting bigger, but maybe not being as interesting to me. I'm glad you like Jak II.
it depends really, i like big games if there are things to do, i love the elder scrolls as i always seem to keep myself entertained , but with games like dead island, an open world with almost nothing in it, well we have issues there.
I can't really think of a way to say my point without saying what's already been said, but here goes.
What I feel about open worlds is that it's just another way to make games more like life, which I really could care less. I'd rather have developers focus on delivering good experiences instead of pushing the hardware. I usually travel a big world manually at first to take it in, but eventually I start fast-travelling because it's more practical (or in Skyrim's case, no spiders). Yes, a huge world looks pretty, but it means jack if it's not fun. I'd rather get sucked in by a good experience than go "Oh I can go to that mountain over there!" or "I can see the sweat glands on that man's chin!"
@get2sammyb ok, I accept, but what change you don't like, aside the world map, from Jak I to II? Guns? Driving?
In recent memory, the only open world that I throughly enjoyed was Sunset Overdrive. I never used fast travel with that game because it was really fun getting to one point to the other.
All the other open worlds feel a bit uninteresting after a few hours and I end up not finishing them.
A lot of it depends on what the game is trying to do. It's impossible to compare The Last Of Us to GTA V.
If they aren't broken messes like unity yeah they can be a good time, I spent an hour swimming around the outer edges of Eryth Sea and just felt in awe.
I like them big, very big. big enough to where I get lost @.@
I love open world games, but I can't honestly think of an open world game where the size of the open world alone was a factor in its favor. As in so many other areas, it's not how big it is, it's what they do with it.
@MadchesterManc. I'm so with you on this one. Oblivion was much better than skyrim! Storywise and the guilds! Dark btrotherhood was far more iconic!
Some open worlds are awesome! Oblivion expansion pack the shivering isles was amazing. Ni no kuni and dragon quest sentinels of the starry skies are my favorite open world games till this date. Bravely default comes close... However, i just hate GTA games! Gave my copy GTA V away to a friend because i just tedious and boring.. . My last GTA game was San Andreas. Maybe i dont like modern day open world games! Comes to close to real life!
Well bigger is not always better , but at the same time for awhile there I was seeing games that you buy on Friday and by Monday they were rdy to be traded in . I have heard that the order 1886 is only 10 hrs from start to finish , and this game was going to be one of the top games for 2015 . I just watched the latest trailer for the game , and I am hoping what I heard is wrong . For that game you would think that the game area was small , so I guess the saying leave them wanting more is true . I have also heard that a lot of games are not being finished , and that some gamers have a back log of games that can't be taken to the end because the next game is just around the corner . At the end of the day maybe 10 hrs and the area of a city block maybe too small , the other side of the coin 100 hrs and the area of a small state is too big . For me something in the middle would be ok .
Fantastic article, Sammy!
For me, nothing will surpass Ocarina of Time as my favourite open-world (and by 'open-word', I mean a world that is free-roaming; regardless of load times).
In regards to Playstation, I'd have to say Shadow of the Colossus was the most unforgettable open world - which is ironic, considering its vast emptiness!
Depends on the talent of the developer really. I think GTA V, Dead Rising 3, Far Cry 4 and inFamous: Second Son are all well done. The Elder Scrolls games I get pretty bored with but to be fair that may just be because I don't care much for the source material not so much that Bethesda did a poor job fleshing out the open world.
@GraveLordXD I disagree with you. You could meet random people, questgivers, and random caves or bandithideouts literally anywhere. Just strolling off the path for 100meters and suddenly you were caught up in a quest going on for 3 hours. For me that was a big part of its appeal.
There seem to be a lot of articles on pushsquare about openworlds and what makes them engaging (or not), and I think rightfully so. The last article about it made a good point about them no longer being about 'discovery'. You just run from one end of the map to the other for collectibles. This really needs to change and I think its good were having this discussion about what openworld games should look like
I'd take Red Dead Redemption as a good example.
RDR used the open world properly I think. It actually added to the feel of a Wild West game. The animals and expanses and horse travel and all, it made you feel more like the game was what it was trying to be, an old western.
Think about how any movie set in the old west have scenes of just people travelling on horseback and chatting, or looking out over a desert, or any number of things that are basically man vs. environment.
Yes, travelling could occasionally be tedious, but also rewarding.
What we have seen so far of Metal Gear Solid 5 actually reminded me of RDR, and gave me some extra hope it may be good. It's also a little similar to the old Mercenaries games.
I'm not sure if MGS will do it right, but it certainly adds new aspects to the game. Stealth in a larger more open environment, as well as action. You can take multiple routes and use multiple plans of attack, as well as have things like air strikes now.
The MGS series never needed an open world, but that doesn't mean it can't still be a proper MGS game with one. It can keep most of the old features and open up new possibilities.
In the end, it definitely just depends on what the developer fills it with. An open world can be an expanse full of boring, or a world of opportunity.
GTA V, hell, all the GTA's, Red Dead Redemption, all the Far Cry's, do it right plus the new dragon age, the rest of them are awful. Special mention to the Crew for being an absolute pig of a game. Developers should be ashamed of that one.
Shadow of the Colosus that is all... - lol that game had a huge world yet (to me eniway) was not boring and iv esily spent well over 200 hours on that game simply walking about trying to find hiden "Cracks" (something i call glitched arias and places your not ment to get into.) iv only found 1 or 2 its a incredbly well bilt game world. But thats one thing I really enjoy doing in open world games it add's play value to me yet games like Dragons Dogma... that Boast a "Huge open world" and it terns out to be a total joke (i seriosly dont get how thay can say its huge) where its mostly the same spoils the viue of Open World games... also theres Defiance... a game that I have actualy sed is "Too Open" its just barron boring inviroments it needs proper Dungen/Instances I am not a fan of OverWorld bosses unless there an event boss as ppl on MMO's tend to farm them making some quest lines on beatable = if it was in a Dungen/Instance itd be far better.
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