It occurred to me while playing Sleeping Dogs that I don't think I've ever seen an open world game that was improved by it's open world aspect.
What exactly does having an open map add to a game? I suppose you could say it adds a certain degree of veracity. After all, the real world isn't arranged in a neat linear sequence. That's the only advantage I can come up with.
There's the "non-linear screwing around" aspect. But when does that ever amount to anything beyond killing random civilians or doing vehicle jumps?
I would have thought that the appeal of an open world was allowing the player to get into spontaneous unscripted situations and then having to find creative solutions to them. However, I've never seen an open world game with sufficiently complex or in-depth mechanics to allow the players actions to have any impact beyond the immediate. (The one exception is Dwarf Fortress, but I don't play that because the interface can go fuck itself.)
To me, an open world just means I have to bloody commute between missions.
What exactly does having an open map add to a game? I suppose you could say it adds a certain degree of veracity. After all, the real world isn't arranged in a neat linear sequence. That's the only advantage I can come up with.
There's the "non-linear screwing around" aspect. But when does that ever amount to anything beyond killing random civilians or doing vehicle jumps?
I would have thought that the appeal of an open world was allowing the player to get into spontaneous unscripted situations and then having to find creative solutions to them. However, I've never seen an open world game with sufficiently complex or in-depth mechanics to allow the players actions to have any impact beyond the immediate. (The one exception is Dwarf Fortress, but I don't play that because the interface can go fuck itself.)
To me, an open world just means I have to bloody commute between missions.