I think it was GoldenEye 007 that made me fall in love with big, varied levels in games. For those of you who’ve played Rare’s legendary Nintendo 64 first-person shooter, you’ll remember that the title gave you the tools to approach stages in a variety of different ways. In the opening objective Dam, for example, you could choose to fight your way across the upper level of the facility before bungee-jumping down – or you could instead opt to fight your way through the bowels instead.
Practically all the game’s levels have this blackbox style of design, where there are multiple paths you can take and various solutions to the same problem. Crucially, though, none of these environments are open world – they’re simply intricately designed, single stages that are densely populated with things to interact with. As I’ve gotten older and my taste has refined, I’ve realised that I vastly prefer these smaller sandboxes to gigantic sprawling maps.
One release I fell in love with a few years ago was IO Interactive’s Hitman reboot, which subscribes to the same principles as the aforementioned James Bond title – it’s just an evolution on the idea in every single way. The mission set in a Parisian stately home is a great example: you’re given access to the entire building and its surrounding gardens, and it’s up to you how you approach your objectives. You can snipe your targets from afar, or work your way up from the basement to the top floor.
The thing I find with these kinds of games is that I want to replay their levels over and over again in order to explore all the possibilities. I recently started Dishonored 2, and I’ve played through the opening mission a couple of times now, exploring the different routes available through Dunwall’s densely populated urban environment. While I’m no where near to finishing the Arkane stealth-‘em-up, I can already appreciate the thoughtful nature of its backdrop’s design.
I think the difference between these kinds of games and open world ones is the density of the detail. Hitman’s locations are not gigantic, but the developer packs so much into each and every sandbox. Obviously, enormous titles like The Witcher 3: Wild Hunt and Horizon: Zero Dawn have deeply captivating worlds, but their expansive nature comes at a cost; it’s all about the bigger picture, rather than individual locations that fizzle with character and personality.
There are releases that blur the lines: Assassin’s Creed Unity, for all the criticism it attracted, had some outstanding individual levels set within its larger sandbox. But these instances are rare; developers tend to subscribe to the line of thought that bigger is always better. I disagree, and I hope that developers working with PlayStation 5 resist the temptation to leverage its SSD and processing power for bigger worlds, and rather focus on crafting richer, denser, more dynamic levels.
Where would you like next-gen developers to focus their efforts? Do you want better levels, bigger worlds, or perhaps even a combination of both? Take an alternative path in the comments section below.
Comments 60
depends m the game obviously, if it's mad max then I don't mind driving around the nothingness for long periods, if I'm in a city then driving around many many buildings that I can't interact with whatsoever and they're just window dressing like 99% of all the NPCs too that's just dull. Sounds like Cyberpunk is going to be more concentrated and integrated so there's that to look forward to
I definitely get this line of thinking, I’ve burned out on a few games with open worlds such as Horizon just because it overwhelms me after a while. If there was more detail to the vast emptiness, it might help but I adore Hitman’s approach to gameplay. Small sandboxes can sometimes just be a lot more satisfying to learn and definitely make speedrunning a lot more fun. Take Super Mario Odyssey for example, those individual sandboxes suit the gameplay a lot better than if you had them all in one massive overworld with loads of empty space. I also would have preferred if Metal Gear Solid V was a linear experience like the others, with smaller maps instead of getting lost in the middle of nowhere every five minutes. Not every game has to have an open world and I hope PS5 still has tighter, more focused games but with higher levels of ambition.
Definitely and it's a shame that a lot of single player experiences now eschew this. Tight level design almost feels like it's becoming a lost art and not just in open-world games, but the linear paths of FPS and some RPGs. I guess this is partly because of audience desire and the realities of modern development. It takes longer to craft bespoke levels than leverage procedural generation and the reuse of assets to craft a large open world.
I wish they stop rushing games so they won't have to fix it throughout the year, less abuse of DLC and last but most important no Surprise mechanics
Here's hoping for a new Dishonored or Deus Ex next gen. Those games had some cracking level designs.
I certainly hope the bland emptiness between points of interest in some games is just disguised loading times that can be eliminated.
Nice article! The upcoming Crysis remaster should also scratch this itch! Definitely a fun sandbox game that focuses on emergent gameplay and approaching levels from lotsa different angles!
@ApostateMage The original Deus Ex probably has my favourite level design of any classic PC game. It’s insanely ahead of its time with all the immersive sim elements too.
Agree with the title. I prefer smaller, compact worlds with less filler and less running around.
My personal burnout from open world games is very real. I love immersive sims like Dishonored, Deus Ex, etc., and I would welcome more games of their ilk, but honestly, I'd like see more linear titles. I miss the 10-12 hour single player games that delivered tight level design, measured pacing and strong, fundamental gameplay loops. Even games like Uncharted have seen the width of their levels increase exponentially, and while I still loved 4, it was the only game in the series I put down for several months midway through.
I don't necessarily want bigger worlds. I want what's there to be more detailed, more fleshed out. I want to be able to shoot out any window or light. Or enter any building, not just those the story allows. If it fits the game, I want everything to be destructible. I want better NPC AI. I want an end to being able to hop over a 5ft wall, but not step over a fallen tree because the game doesn't want me to go that way. I don't want to have to press X to climb over something - if I can get over it, do it automatically.
Personally, I want a combination of both. I don't see why better designed levels can't be achieved now - albeit with perhaps some transitional loading areas that wouldn't necessarily be needed on next gen.
I also don't think of 'bigger' worlds necessarily meaning in terms of map size. You can build a bigger world with verticality for example or having many more buildings accessible. GTAiv is quite big but the vast majority of buildings are inaccessible.Bigger worlds could also mean a LOT more NPC's too with a lot more interactivity between them. No longer having to walk through a big city with only a few characters and shops you can interactive with and the rest are nothing more than 'filler', something to make it look more populated. Bigger in size is pointless if you have to travel farther between activities and/or something to do. Some fill that space with hunting/resource gathering but it would be better to have more to do, more activities, missions etc
I agree with this. Large open worlds works well for some games, but not everything needs to be open world, and some games end up being worse for doing so.
This is why I like the Yakuza series as their game worlds feel bigger than many due to how much you can do within them, whereas a game like GTA for example has a huge world but with very few buildings to enter. Even Resident Evil 2 had more atmosphere in one police station than many open worlds I've played, we don't need bigger worlds, we need more detailed and with more to do in each location
Agree.
We are player, not traveler.
We play the game, not the map.
So what we’re saying is 18 quintillion planets might be a couple of quintillion more than is actually necessary?
Like Assassins Creed Odyssey, big map but 100's of the same fort/camps
I don’t heart many articles but I did this one.
I don’t prefer the ocean wide inch deep worlds.
@mdogg91 That wouldn't be an issue if side quests and main quests were not such a filler fest.
I feel in love with the level design in Dishonoured 2 and even Mankind Divided, the density in the handcrafted levels for lore and integration is beautiful.
Nothing wrong with getting both.
🤷♂️
@Kalvort ayyy, policenauts.
I don't see why this has to be a choice between one or the other - devs should go with whichever they feel best suits their game and the experience they are trying to provide.
@JJ2 Exactly, i don't mind if the huge world is semi-empty here and there (exploration gets really stale if you bump into something every two steps).But when you do discover something, it's in such high quality it makes the whole exploration of that world all the more better.
Imagine, a huge world to explore but with terrain-mechanics from Death Stranding and questing quality of the Witcher 3.
I would buy that in a blink.
Agreed. Really don't like how BotW's massive success brought back the mindset of "open world = good; linear = bad".
@EchoRange haha hell yeah!! Nice profile pic btw
I played the english patched version on a PSP almost 10 years ago. Fantastic story!! Love the theme song too.
Problem with most open world games is they usually follow the same trends, which ends up meaning your in blank space for such a while, Witcher 3 bucked that trend and was great, I get drained with playing open world's constantly, which seemed to be the go to style of game this gen. I like games that are kind of in the middle! Bit of both.
I want something Cartoonish, smaller size area, still open world but separated each area, dynamic camera angle and still appropriate for kids.
@OscarHTX
I don't like at all OMG Ultra Hyper Realistic HD graphics such as FF XV, FF VII remake, etc
The more realistic, the more i want to barf. 🤢
I prefer something simple and cartoonish yet still 3D and it looked more pleasant to see such as Yonder the Cloud Catcher Chronicles, Dragon Quest Builders series, LEGO CITY UNDERCOVER, Astroneer, Portal Knights, The Sims 4, etc.
I can only agree. Dihonored, Deus ex (human revolution, mankind divided) and Prey are my absolutely most favourite games because of level design and detail. I love Witcher, Horizon and Skyrim as well but the size of them is more of a exhaustive. Horizon is 50 hours game which is just right for open world game. I want rather more detailed worlds than bigger worlds.
Well I think they're essentially the same somewhat. Detailed levels in the smaller worlds can be found scattered across in the bigger world games. It's like tightly packed versus scattered. Though some open worlds feel repetitively empty, I agree, like Ubisoft games with repetitive assets. In case people haven't noticed, GTA4 and GTA5's worlds don't look repetitive. And there's RDR2's Valentine, Rhodes, Saint Denis, Strawberry, the swampy lands in the Bayou etc which look like they've been woven individually with love. It wouldn't be realistic if these towns were packed together, instead they're scattered across a vast landscape. And with the different random things you can find in the wilderness it never feels empty. But yea I'm a Dishonored veteran and I still find new paths anytime I play any of the entries. The levels are incredible no doubt.
I just want to NOT get stuck on scenery the most. Oh, and....
No load times, it ruins the division 2
Better, more realistic physics
Improved enemy and player AI
Better surround sound- the Sony platinum headset is one of the worst, most god awful things I've had on my poor unfortunate head. I gave my gold away, these are no better sound wise but so poorly built and terribly uncomfortable. Sorry I digress. I am tired of hearing things in the wrong position in games, and noises that are far too loud for their proximity. I hope this tempest thing is all it's cracked up to be.
Good games, they'd be nice.
No more hexagonal pipes. Proper wheels to while you're at it, no more 50p wheels.
And all the bubble bobble games ever made on one disc.
Yeah, that's about it.
I personally hate open worlds. In 99% they are too large (AC Origins, Horizon) and stops my interest in a few hours. I also hate repetitive traveling (AC black flag - ohh my god - swim to boat, sail like an idiot for neverending minutes somewhere, swim to shore, explore, swim back to boat... soooo boring) Last open world I really loved and enjoyed was FFXII where you could exp on monsters, every fight could be different, enemies around almost every corner... in those times, games were smaller but more intensive...
Absolutely agree, let's stop this map size flex on openworld games.
Give us density, not size. Make every piece of the map count. With the complexity of a non-openworld game. Like, imagine Yarnham next to Lordran and Lothric in the same "world"
As much as they aspire to be, video games can never entirely recreate reality. There will always be an invisible wall somewhere or an NPC who will start repeating themselves. We still have a controller in our hand and press a button to perform an action. So why sweat the minor details in the distance and accept the boundaries. The best music is usually made when they can only record on 16 tracks or less, and a lot of the best TV programmes can happen when they’re set in one room. Limitations push innovation.
Oh I agree, nice article.
AI. AI. AI.
We need better AI. It's just ridiculous how bad it still is. How often you can tell they programmed an NPC enemy to just know where you are instead of giving it the tools to find you. How often your partners are just idiots because they can't design enemies that can handle it. How many times you look down a scope at a NPC who is "unaware" of you to have them duck or move for no reason other than you are looking at them. NPC's that just stand there like lampposts the entire game.
Clipping and physics. So tired of seeing my player characters weapons/hair/clothing clip through other parts of the model. So sick of having aoe attacks clip through environment like walls. Rag doll needs to go ***** off a cliff. It's ***** stupid. It was funny for about 10 minutes about 10 years ago. It's just idiotic now. Corpses have weight.
These among many many other things are FAR more important than world "size".
@MrGawain definitely don't want that and don't think the article was asking for it. They are promising " bigger" worlds we are asking for better ones.
I agree completely! The recent RE games prove that the audience is there for games with smaller and interactive worlds. Open world decorative worlds are tiresome after so many titles...
@JJ2 Yeah, I agree that both would be the dream. However I think then we get into more a matter of budget and resources.
Both would be lovely, though!
@Kalvort dude, that theme song is my damn ringtone.
Definitely, 100% agree.
I'll just copy and paste a comment I made in another comment section because I'm lazy 😛
"I don't understand the obsession the last two gens had with huge worlds where buildings are nothing more than window dressing and there's practically nothing to interact with.
I'd much rather have a smaller, more interactive hub where I can explore buildings, something more akin to Deus Ex Human Revolution for example."
I'll just add that Hitman 2016 is one of the best games I've played in recent times, and Dishonored too was great (I have Dishonored 2 but I've yet to play it).
@mookysam so much this!!!
Quality level design is becoming a dying art indeed, and that should be one of the most important parts of a game in my opinion.
Just Cause 3 and Bulletstorm are two great examples (though for the wrong reasons) of games I've recently played to show this.
The former is huge, but it's just full of identical cities and outposts with nothing interesting in between, which is an issue that plagues an awful lot of open world games; the latter is just straight corridor after straight corridor, sometimes interspersed with a firefight. I mean, DOOM had infinitely better level design in 1993, and FPS games weren't a thing yet.
I hope both trends will die out soon because there's so much more that could be done with today's resources.
@Grumblevolcano well, to be honest there's an important distinction to be had there: I think BOTW's open world is the right way to do it: no waypoints, no markers, no filler, no nothing.
What you see is what you get, and you can do anything and go anywhere at anytime, without copypasted side missions to waste your time.
This is a concept that I find hard to express but I'll try: exploring is my favorite activity in videogames, and no game makes me feel the joy of exploring like BOTW does, precisely because nothing is already sitting there on my map, waiting for me to put a waypoint on it and follow a dotted line.
Nothing even comes close to how organic the exploration is in that game, at least for me personally.
And that's the exact same reason that made me fall in love with the smaller levels in Hitman, Deus Ex, and Dishonored that this article is talking about.
How great is it to stumble upon things while peeking around every corner and searching every nook and cranny? 😄
Even the story, flawed as it is, still lets you experience it in any order, making it really open world and not a linear game badly disguised as an open world one by wasting your time going to the next mission marker.
And for as few villages that are in there, at least every one is distinct from the others and every building can be visited without any loading time.
Last, but not least, the physics and even chemistry of the world offer so much interaction and emergent gameplay that nothing I've ever played comes close, at least on this scale.
This is why I enjoy the Dark Souls games so much in terms of level design. Interconnected levels where most paths having a purpose and hidden areas that encourage exploring. New God Of War did this well too.
Some open world game maps get too big where exploring becomes a chore.
Well said. Making games open world does not automatically make it great. I'd rather have a linear games with decently designed levels than games with big worlds that are all style but little substance.
@Paranoimia This x1000!!
Out of my top ten favourite games of all time, I can count on close to none of them being large, sprawling open worlds. There's a lot you can do with an SSD and processing power to bypass traditional issues like procedural spooling for example, but I'd rather it was used more in smaller, dense and compact environments. I like to think developers will build around the events and points of interest, rather than creating a world first and then populating it after.
@JJ2
Very few large open world games offer as rich a narrative experience as more linear and compact titles. In fact, I can't personally name any open world games that have really ever had decent narratives. 99% of the time, it's a dichotomy, or to be more generous, a tradeoff. 1% of the time, you'll get titles like GTAV or RDR2, of course, but that only makes me wonder what those stories could have been like had they not been stretched thin by the polarising essence of generic open world staples.
I wholeheartedly agree - there are some amazing open world games but the my overall favourite games tend to be intricately designed non open world. The Last of Us, Bloodborne, God Of War, Dark Souls. These worlds feel so well designed and clever that you don't notice a lot of the time that they are not 'open'.
I wanted improved load speeds to give even more intricate design as opposed to maps millions of times bigger than the previous.
@Mythologue
Well, this is my opinion and hopefully people dont get offended. Days Gone story >>> God Of War story.
Basically in GOW first chapter you already meet the final boss and know how it's going to end. It's even not that hard to figure out who Atreus is . Great story telling showing father, son relationship but poor story development.
For me this is highly contextualized.
Some games would definitely have done better with good level design, whilst other games require a bigger world.
No one right now is saying "No" to a bigger Elder Scrolls World, or "No" to a biggest GTA world, or any upcoming MMORPG. In this instances, those games literally rely on world size being one of the defining factors of the overarching experience.
It's the inbetween games that don't know if they're world based, or level based where they get a bit convoluted.
A good example would be breakpoint, which is a spiralling story based game, loads of narrative, and a huge world where most of the missions in my opinion are reasonably boring.
I remember the days when certain magazines and websites would regularly mark down games for not being open world. Strange times indeed.
I don't like when game world's are to big really. Can't wait to see what games are like on the PS5 tho
I agree. While I think open works titles are good for some, there are the others of us who maybe don't have time to play a 100+ hour game because of work, school etc.... but still want to enjoy captivating and engrossing games. I prefer more linear games with a well narrative story. 20-30 hours is ideal. I know I dont get excited hearing about game worlds getting bigger. I just don't have time with work to rome aimlessly around a world comparably big as planet earth. I want interactive environments rich in detail with surprises around every corner. I hope game developers take into account those of us who love to play games but are limited on our time to play. I want quality, not quantity.
Well I think everyone knows that alot of development time is spent just making loading screens, making something to break up level progression like elevator rides or having to unlock a door or move something out of the way so the next part has time to load. If they cut out alot of the small crap like that I bet they have more time to actually focus on game mechanics and world building. I think bigger world's is great and im sure more time will be put on the games as a whole will be easier next gen.
Completely agree with article. Thanks Sammy....someone needed to say it
This is why I've sadly lost interest in AC Odyssey long before halfway. Shame, as it plays brilliantly. There's only so many grassy hills, cliffs and islands I need to visit and forts with dopey guards I need to clear. Give me dense, interesting and memorable any day.
Agreed, give me bigger levels. The game worlds are getting to big and too detailed that the systems can't proper keep up with them. If you want an open world game just make it smaller but just pack it with tons of immersive details.
@JJ2 Sorry, this is a late reply.
I don't actually like the story of Days Gone all that much. In fact, I don't really like it at all. I understand a number of people really enjoyed it, which is fine, but I don't see anything beyond generic zombies or whatever (they're not technically zombies but let's be honest, they're zombies).
God of War told a more interesting story on a number of levels because it actually has some kind of story progression, something to learn or understand. Seeing the worlds and understanding how they connect, the mystery of missing species and the role that the characters have, not to mention the fact that it's bolstered by real life mythology. It doesn't matter that you saw the end boss at the beginning because a story isn't about twists. Actually, my favourite stories don't involve twists at all. Soma, for example, or The Last of Us. Twists are always predictable and ruin a story. I guess the end of God of War was a bit of a revelation and although I liked it, it was probably the most forgettable part of the entire game. So we agree there I suppose.
@Mythologue
I totally disagree but it's fair enough haha..
It's good to have a world full of diversity and different opinions. I loved GOW for the combat which I think was awesome. The story not really . Was ok but not really engaging for me. Mind you I think it's always matter of perspective and personal experience. I feel common grounds with Deacon. In the same way I felt very close to Joel and his story being single father with a little girl and many similarities. However I'm not interested at all in part 2.
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