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With the skyrocketing popularity of open-world games, there's been a huge backlash from the games-as-art community. From Grand Theft Auto to Mass Effect to Skyrim, it seems every big-budget single-player release from a Western studio the past few years has been required to feature an open sandbox world in which players may frolic.
These games bear the "Jack of all trades, master of none" burden. With massive gameworlds to render, developers have a tough time weaving a tight narrative.
When players can go wherever they want, it's hard to make them go where the game's creators want them to go. Are open worlds the death of the big-budget videogame storyline?
The remedy may lie in Remedy Entertainment's Alan Wake. The 2010 release by the Finnish studio was originally meant to be an open-world title. The game's writer Sam Lake illustrates:
"Early on we tried out sandbox elements. With them we were constantly running into situations where we had to [endure] big compromises in our thriller pacing and our thriller storytelling. At the end of they day we decided it wasn't worth it. We wanted to do a story-driven game--that's what we feel Remedy games are supposed to be. [Sandbox] was one thing we decided to abandon and go in a different direction. Some of these things look good on paper, and then when you try them out they don't work as well."
But Alan Wake didn't totally abandon its open-world roots. When exploring the game's Twin Peaks-inspired town of Bright Falls, the player is afforded much more freedom than in most story-driven titles.
Players can enter random buildings, listen to minor characters have trivial conversations for extended periods of time, and drive a surprisingly large assortment of vehicles. None of these things are make-or-break features in Alan Wake, but they add to its atmosphere.
Narrative-focused games often force players down linear corridors that don't quite ring true as real-life locations--I love Half-Life, but when most of the game's "doors" are simply impassable wall textures, it breaks my immersion in the game.
Alan Wake, on the other hand, features a limited open world that makes Bright Falls and its citizens entirely believable. Players can't do anything they want like they could in true sandbox titles like Red Dead Redemption, but this slightly expanded linear world breathes extra life into the game without sacrificing the game's tight plot. It's a fine balance, but Remedy got it right with this one.
Perhaps games don't need to be polarized into being either completely linear or completely open-world. Alan Wake borrows the best of both and uses them to its advantage.
[Also published on my personal blog, A Capital Wasteland]
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Alan Wake has its share of flaws. But it hints at an untapped method of doing "limited open world" that I'd like to see more of. Of course it's not right for every game, but I'd like to see a few more games go down this middle path.
I'll be interested to see how your next game turns out. All the titles I discussed in my post were big-budget projects. I wonder how it could play out for smaller developers.
HUh, I must be an oddity then, because I think games are indeed art, but yet I prefer open worlds which allow the participants to make what they will of the "art". And the more I think of it, Im not an oddity because much of the great art of the world has always allowed this type "freedom". Art isnt about leading someone around by the nose. Its about creating a moment, an emotion, a perspective, and in these games cases..a world.
We don't have to choose between linear and open-world. We can have both.
To constrain that openness can, I think, sometimes be a good design choice. But it seems to me that's best determined not by the presence or absence of a developer-told story, but follows from what kind of story-based experience the developer is interested in providing.
Notice that Remedy explicitly talks about the core choice to tell a "thriller" type story. That is a kind of player experience that is driven by intense adrenaline bursts. It's basically a roller coaster game.
Like a roller coaster, that kind of experience doesn't emerge on its own -- you have to design that experience to be tightly controlled, deciding for the consumer when and how the intense moments will come. By that standard, Remedy's decision not to make Alan Wake an open-world game was a good one. The level of control applied in the world's structure matches the design need to dictate the intensity of gameplay through story events.
(I would say the same about the Mass Effect games. Other than the Citadel Station downtime moments, the constraints on exploration -- both on the galaxy map and in all the main-story tactical maps -- were appropriate to maintain the action/excitement experience that was the primary design goal for Mass Effect.)
But not every game is intended to be a white-knuckle roller coaster ride. I think a good argument can be made that Bethesda's games are centered on producing the experience of pleasure at discovery and exploration. Such games can have main stories, but those stories don't need to be as tightly controlled as action/thriller games. Fully open worlds, with main story lines that can be followed when the player wants to do so, are IMO a very good match for discovery/exploration games and don't need to be constrained even to the extent found in Alan Wake.
Again, that's not to say the hybrid, "sort of open" approach doesn't work for Alan Wake. I'm suggesting that even if it does, that doesn't mean fully-open is wrong for other games meant to offer other kinds of player experiences. It's about matching the structure of the world you build to the type of story experience you want to offer your players.
You're right that Alan Wake benefits from a limited open world because of its genre. I'd just like to see a few more games try it.
In addition to the very well done text (and planetary data) for all the worlds you could visit -- and I read them all -- there was something very satisfying in a science fiction sense about the highly varied planetary surfaces and the stars those worlds orbited.
[mild spoiler alert]
I can't say BioWare were wrong to lose that part of the original game when designing the sequels. Blasting Geth with a cannon was satisfying action, but collecting ore and admiring the scenery didn't really contribute to the excitement-centered core gameplay.
But driving the Mako off cliffs was so infinitely better than the "drag mouse over planet to scan for ore" minigame in ME2. I can't count the number of times I literally dozed off during those parts of ME2... probably not something you want your players doing in an otherwise exciting story-driven shooter.
A good lesson in making every part of a game support the primary intended play experience, though, which is why I mention it.
True sandboxes aren't only expensive to create -- they also encourage a certain style of play. Sandboxes encourage not only emergent gameplay, but emergent *goals* -- Minecraft, for instance, shows that a robust enough environment tends to lead players to invent objectives never laid out for them. I suspect that's why many sandbox games also include diverse objectives that span the game world and aren't tied to a specific mission: they suggest new and interesting things to do in a highly robust environment.
That play style has its downsides, though. The "emergent game" in, say, Grand Theft Auto involves a lot of wild car chases and wanton violence, directed by the player's inclinations and perhaps creativity. That's great fun, but not always immersive: Grand Theft Auto's environments are designed to feel exaggerated and parodical, I suspect because players wouldn't find a "realistic" city that plays host to GTA's gameplay to be believable.
So, for creating more grounded environments, the limited open-world approach has real benefits. Dishonored and Deus Ex build limited environments in which player actions have serious consequences, often irreversible short of a load-from-save. Then, they pack these environments dense with interesting content -- sidequests, conversations, or incidental events -- giving the player the feeling of being in a real space crowded with people. There are a lot of stories to absorb at any given time, and they have some serious weight. It's a very cool technique.