I think each time new console technology comes out, more things can be done. 80's and early 90's had platformers because it was the best possible genre that could come out of 2D gaming. Late 90's on, with the advent of 3D, shooters got much better and platformers got much trickier to make. The addition of realistic HD graphics and online play solidified shooters as the main genre. Today, with consoles able to handle large worlds without loading times, open world is the next big thing. Next gen, it will probably be MMO's once consoles are able to handle 100 person multiplayer.
OPEN WORLD IS NOT FOR EVERY GAME.
Lots of games seem to be trying to tackle it on, but it's worth noting that open isn't inherently better than linear.
Open world games suffer from inherent problems that can only be mitigated with exemplary game design. Just because a game CAN have an open world doesn't mean it should.
1) Lack of a progressive narrative if you can play in any order
2) Missions just basically become fetch quests.
3) Levels are made to experience in general, rather than tailor made for a specific moment.
4) Backtracking. Ugh.
5) Large open empty spaces. Eww.
6) The story has no sense of urgency if you can just goof around in the overworld.
OPEN WORLD IS NOT FOR EVERY GAME.
Lots of games seem to be trying to tackle it on, but it's worth noting that open isn't inherently better than linear.
Open world games suffer from inherent problems that can only be mitigated with exemplary game design. Just because a game CAN have an open world doesn't mean it should.
1) Lack of a progressive narrative if you can play in any order
2) Missions just basically become fetch quests.
3) Levels are made to experience in general, rather than tailor made for a specific moment.
4) Backtracking. Ugh.
5) Large open empty spaces. Eww.
6) The story has no sense of urgency if you can just goof around in the overworld.