Sounds good, right? Except it relegates the story to second place right after hours upon hours of content. There are so many things distracting you from the main story - side missions, exploring, gathering loot, and so many more things you can do. Now, I’m a gal who cares a lot about story, it’s one of the things which are most important for me in a videogame, which is why the pacing problem is so huge for me. There might be a story or some kind of explanation, but it’s just an afterthought, and it doesn’t actually provide any kind of logic to it. Nothing in the world makes sense you just have to accept that this is how it is because the designers said so. ![]() Why would there be this random town here when there’s nothing else for hundreds of kilometres? How did the townspeople even get here, and how are they surviving here without a water source? There’s no logic to how the world is built, and you can have cliffs right near super flat land. Thirdly, with this world design, people and places almost always seem out of place. An example of this is The Witcher 3: Wild Hunt, in which the main questline is almost never affected by what you do, and the story always stays the same regardless of your actions. Even if the game has a morality system, it only matters for the ending or for some little things that happen when doing side missions and travelling through the world. You can slaughter an entire village and steal all their stuff, and it doesn't impact anything except the next five minutes, then you just start the main quest, and it never matters again for the rest of the game. The world barely reacts to what the player is doing, and it’s as if the main quest is its own timeline. Open-world also ruins the immersion and feel of the game. Even the most popular games that use this design have this problem, such as ELDEN RING and Red Dead Redemption 2. There are no secret routes or pathways, no finding shortcuts to your goal, just trekking through a large map to your quest without anything to keep the journey engaging except some possible exploration for extra items. The buildings are not part of the world or the world design. ![]() There’s barely any exploring inside areas or trying to find a good route - you discover some loot in a building, kill some enemies, and leave it. A tonne of things to do isn’t what makes a game interesting). Everything is focused on making the world big and interesting (which it often isn’t, a big map with a lot of loot is not engaging. But open-worlds just have so many aspects in which they’re inferior to almost every other form of world design, though that doesn’t mean you can’t enjoy them as a player, and they do have other aspects that they’re superior in.įor starters, travelling is boring as it’s just getting from one point to the other. That isn’t a problem, as trends have and will always exist within the gaming industry and videogames. As we all know, open-world games have been getting increasingly popular lately - almost every new AAA release uses this kind of world design. ![]() Articles // 7th Aug 2023 - 22 days ago // By Ariel Chloe Maria Mann Why I Hate the Open-world Genreīefore you get the stakes out and set off to burn the witch (me), try and hear me out.
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