Exploring the Limitations of Open-World Video Games: Insights and Impacts

Investigate the dynamic interplay between open-world game design and narrative constraints in leading video games.

During the festive season, I completed Expedition 33, a game that prompted me to consider the constraints inherent in open-world gaming. I chose a conclusion where a family navigated their emotions positively; however, I noted that this game, despite being labeled as open-world, kept players tethered within defined parameters.

This article serves as a significant entry in my series discussing the dichotomy of open-world game design. Having traversed various types of gameplay and settings, it is now time to delve into games that, despite their expansive worlds, impose restrictions on exploration.

Identifying restricted exploration in open-world games

These titles often lock certain regions behind specific achievements, abilities, or plot developments. This can lead to frustration as they hinder players’ desire to explore fully. Although the concept of open-world games is relatively new, earlier developers lacked the resources to create expansive worlds and would not impose limitations intentionally. Their primary goal was to allow players to experience the game as quickly as possible.

Let’s focus on four notable games that exemplify this paradox: Clair Obscur: Expedition 33, The Witcher 3: Wild Hunt, Banishers: Ghosts of New Eden, and Horizon Forbidden West.

Exploring the confines of Banishers

The first trailer of Banishers: Ghosts of New Eden captivated my attention with its vibrant visuals and intriguing storyline. My initial experience came from watching a sponsored stream where the streamer played for hours but never returned to the game. I couldn’t comprehend this choice at the time; however, after investing nearly 20 hours, I understand now that it was the combat mechanics that led to my disinterest.

While the map is designed to feel open, with loading screens occurring between sections, the reality resembles a procedurally generated world gated by player permission. Exploration is encouraged, yet numerous areas remain inaccessible until players meet certain conditions tied to abilities or story progression. If you focus solely on the main quest, you might bypass the fast travel feature, moving from one location to another without revisiting previously locked tasks.

Emotional weight in Expedition 33

My experience with Clair Obscur: Expedition 33 was nothing short of an emotional journey. The aesthetics were striking, and the characters were immersive. However, I hesitate to label it as a genuine open-world game. Throughout the playthrough, the narrative felt like a chain around my exploration, guiding me along a predetermined path.

Until the latter stages, players are often confined, unable to venture freely. My frustration peaked when I first mounted Esque; I could only run, with no option for swimming or flying, as obstacles blocked my progress. The world only seemed to open up near the finale, yet even then, certain areas remained locked, preventing further exploration without advancing the main storyline.

The allure and frustration of Horizon Forbidden West

The excitement I felt leading up to Horizon Forbidden West was palpable, especially after thoroughly enjoying its predecessor. However, disappointment arrived swiftly. Aloy’s journey began with her losing all her gear, forcing her to start anew. This could have been a thrilling experience, yet the game quickly revealed its restrictive nature.

Despite the vastness of the world, paths, climbable ledges, and tools are often behind story events, with developers visibly guiding players’ actions. Each climbable surface is marked with bright yellow paint, indicating the intended route. Attempts to stray from this path often result in penalties, creating an illusion of freedom rather than offering true exploration.

The Witcher 3’s freedom of choice

This article serves as a significant entry in my series discussing the dichotomy of open-world game design. Having traversed various types of gameplay and settings, it is now time to delve into games that, despite their expansive worlds, impose restrictions on exploration.0

This article serves as a significant entry in my series discussing the dichotomy of open-world game design. Having traversed various types of gameplay and settings, it is now time to delve into games that, despite their expansive worlds, impose restrictions on exploration.1

Final reflections on open-world design

This article serves as a significant entry in my series discussing the dichotomy of open-world game design. Having traversed various types of gameplay and settings, it is now time to delve into games that, despite their expansive worlds, impose restrictions on exploration.2

This article serves as a significant entry in my series discussing the dichotomy of open-world game design. Having traversed various types of gameplay and settings, it is now time to delve into games that, despite their expansive worlds, impose restrictions on exploration.3

Scritto da AiAdhubMedia

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