I've been playing some open world games recently - Skyrim, Dragons Dogma, Assassin's Creed 2 and the Arkham series. This has got me thinking about the overuse of open worlds in videogames. Open world games have sort of been the way this generation will be remembered, with huge amounts of games shoving them in as a way to increase the play time.
Open worlds don't really work in a lot of games, encouraging a lot of busywork and content which doesn't add to the core game. I feel in Dragons Dogma and Assassin's Creed and Arkham City, more linear experiences would've been better. Dragon's Dogma is at its' peak when you're fighting through non-linear but cramped dungeon areas or fighting a beast on the summit of a tower. Assassin's Creed 2 is full of busywork which whilst fun, often detracts from the story (like collecting feathers, races and stuff), which is weird given how cinematic the story is, and I feel the open world takes away from that. The Arkham games peaked with Asylum because of how tightly paced the experience was, and the open world of the next few games really took away from that and it hasn't found its feet properly in the open world. In an open world game with a strong focus on narrative it's tough to craft the right kind of atmosphere for the world.
However, games like Skyrim and GTA which are built around open world and sandbox gameplay rather than a fixed narrative, don't have this problem of busy work and padding game times with travelling - because busywork and travelling IS the game, and the fun creates itself rather than being set to a story.
Overall I think more games should cut down on true open worlds and go for a sort of semi-linear approach, like in Dark Souls.
Open worlds don't really work in a lot of games, encouraging a lot of busywork and content which doesn't add to the core game. I feel in Dragons Dogma and Assassin's Creed and Arkham City, more linear experiences would've been better. Dragon's Dogma is at its' peak when you're fighting through non-linear but cramped dungeon areas or fighting a beast on the summit of a tower. Assassin's Creed 2 is full of busywork which whilst fun, often detracts from the story (like collecting feathers, races and stuff), which is weird given how cinematic the story is, and I feel the open world takes away from that. The Arkham games peaked with Asylum because of how tightly paced the experience was, and the open world of the next few games really took away from that and it hasn't found its feet properly in the open world. In an open world game with a strong focus on narrative it's tough to craft the right kind of atmosphere for the world.
However, games like Skyrim and GTA which are built around open world and sandbox gameplay rather than a fixed narrative, don't have this problem of busy work and padding game times with travelling - because busywork and travelling IS the game, and the fun creates itself rather than being set to a story.
Overall I think more games should cut down on true open worlds and go for a sort of semi-linear approach, like in Dark Souls.