"At Some Point You Have To Make a Choice On Where Your Focus Is": Making Side Content Meaningful

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regularassmilk

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Edited By regularassmilk

On November 17th, Game Informer ran a piece on Just Cause 3, and how it won't be shipping with the multiplayer components that have been giving its predecessor much attention post-release. The PC-based multiplayer mod ended up being probably the biggest story to come out of the game. It wasn't that it was a transcendent experience, but it was sheer pandemonium. It was more of an experiment of "Hey, look what this can be?" and not so much "Look at what this is!"

Not a handsome mod, but certainly an ambitious mod.
Not a handsome mod, but certainly an ambitious mod.

As I said, multiplayer is not one of the hoops that Avalanche Studios is trying to jump through at the moment. Instead, Christofer Sundberg said this:

"We don't expect the fans to make the multiplayer for Just Cause 3, but at some point you have to make a choice on where your focus is. Our strength is the sandbox experience, and we want to deliver a great Just Cause 3 experience."

It has only been a couple years since we stopped calling open-world games "GTA Clones". Games got bigger (as games got smaller), and with that the worlds that player characters exist in expanded with equal measure. Most games have open worlds of some sort, whether its a simple mission hub or a realized universe where you can do anything but engage and progress the story.

The Assassin's Creed franchise has been riddle with the same problem iteration after iteration. The world and all of its post-story or side-story trappings are simply, boring. To add to that, the games have suffered from a general lack of identity and cohesiveness--a side effect of being a Voltron of tiny parts assembled from Ubisoft studios around the world.

It's a really fucking scary Voltron at that.
It's a really fucking scary Voltron at that.

Watch Dogs, which believe it or not was one of the years most anticipated games, has the same issue. Like its Ubisoft cousin, it unfortunately has weak content padding out the games weak story content. It's not just mediocre-to-okay games that this happens to.

Did everybody already forget about this game?
Did everybody already forget about this game?

The critically-acclaimed sleeper hit Middle-earth: Shadow of Mordor has a large open world that I often found myself sprinting through, past a bunch of screaming, pissed-off orcs because I didn't want to meddle with the side missions. My minimap was nearly always bloated with icons for missions and events that I usually didn't care about. That game thrives often on its unpredictability! For example, while watching two Uruks duel from a cliff, I was attacked by a support archer, and eventually was fighting both dueling Captains and an angry mob on this very cliff. In contrast, ten minutes later I took a side mission and found myself collecting herbs in three different areas so I could make a poison for grog.

Protip: If you stealth kill the five Uruks as the bonus objective, it makes this missions payoff kind of crappy.
Protip: If you stealth kill the five Uruks as the bonus objective, it makes this missions payoff kind of crappy.

To break it down,

  • Poisoning the Grog: Good!
  • A Fetch Quest To Make The Poison For The Aforementioned Grog: Not Good!

Grand Theft Auto V is a game that was on nearly everyones game of the year lists last year, but it's still full of that same brand of open-world nonsense. It's a great game for a lot of reasons, but the Yoga and Golf mini games were never part of those reasons. Coming from the perspective of somebody who is a gamer but also a dad, a husband, a student, and a provider--quality content (and lots of it) is a big plus for me. In fact, I was recently between buying Shadow of Mordor, Call of Duty: Advanced Warfare, and Diablo III. Truth be told, I'm technically the least interested in AW, but I knew that I would get tons of mileage out of the multiplayer--so I picked up AW (I got to pick up SoM too. I found a coupon!) But "extra" content can only take me so far.

If I was fourteen, I might end up living in Los Santos a little bit more. But I'm an adult, so I need games that will last, but not games that merely kill time. I hate to be the kind of person who says this, but I sort of don't have time!

This picture is simultaneously what I play and don't play Grand Theft Auto for.
This picture is simultaneously what I play and don't play Grand Theft Auto for.

...

I don't know if Just Cause 3 will be good. I hope it's great! I would very much like it to be. Nonetheless, it's very refreshing to hear a developer come out and say that they're trying to focus on what makes the game great, and not necessarily what makes the game packed. I'm aware that I am extrapolating a little bit. The point is, games can feel complete without feeling like they've run amok with the side bits.

On some level, it is neat that Grand Theft Auto V has what it has. If nothing else, it is impressive. But when open world games fill themselves with these things, the game suffers just like the player does. Instead of games finishing strong, they finish extremely bitter. I didn't finish Grand Theft Auto hot on the heels of a bitching heist, I finished that game doing some deep sea exploration...some tennis, I guess....I bought some real estate? I did a rampage as Trevor and thought about when I first played GTA2. I meandered around Los Santos, sensing that the world that had felt so lively around me an hour or two ago was now just a sea of NPCs with the occasionally interesting side mission. The UFO stuff was clever. I don't know. It was like when you find out your really funny, interesting friend is actually extremely depressed.

This is the best picture I could find.
This is the best picture I could find.

Just because games can be bigger doesn't mean they have to fill the disc. If a developer can deliver a concise, well made experience that doesn't overstay its welcome, that's incredible! That's just what I want! Even better if I can do it all over again.

Nothing is wrong with extra content, but when it's undercooked, it's usually a waste of time that hurt the central aspects of the game at hand. The reality is that multiplayer shooters have given a huge second wind to the console industry, and the decision to not include multiplayer is huge on its own. I want a games core content to be absolutely stunning, those are the legs it should stand on. When a game has a million things to show me, each unremarkable thing makes the remarkable wither. I want my game to stand firmly on two legs, not teeter on ten.

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Corevi

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#1  Edited By Corevi

Fantastic article. You shouldn't use so many huge pictures though, it makes it hard to focus on the text.

@regularassmilk said:

On November 17th, Game Informer ran a piece on Just Cause 3, and how it won't be shipping with the multiplayer components that have been giving its predecessor much attention post-release. The PC-based multiplayer mod ended up being probably the biggest story to come out of the game. It wasn't that it was a transcendent experience, but it was sheer pandemonium. It was more of an experiment of "Hey, look what this can be?" and not so much "Look at what this is!"

Not a handsome mod, but certainly an ambitious mod.
Not a handsome mod, but certainly an ambitious mod.

As I said, multiplayer is not one of the hoops that Avalanche Studios is trying to jump through at the moment. Instead, Christofer Sundberg said this:

"We don't expect the fans to make the multiplayer for Just Cause 3, but at some point you have to make a choice on where your focus is. Our strength is the sandbox experience, and we want to deliver a great Just Cause 3 experience."

It has only been a couple years since we stopped calling open-world games "GTA Clones". Games got bigger (as games got smaller), and with that the worlds that player characters exist in expanded with equal measure. Most games have open worlds of some sort, whether its a simple mission hub or a realized universe where you can do anything but engage and progress the story.

The Assassin's Creed franchise has been riddle with the same problem iteration after iteration. The world and all of its post-story or side-story trappings are simply, boring. To add to that, the games have suffered from a general lack of identity and cohesiveness--a side effect of being a Voltron of tiny parts assembled from Ubisoft studios around the world.

Watch Dogs, which believe it or not was one of the years most anticipated games, has the same issue. Like its Ubisoft cousin, it unfortunately has weak content padding out the games weak story content. It's not just mediocre-to-okay games that this happens to.

The critically-acclaimed sleeper hit Middle-earth: Shadow of Mordor has a large open world that I often found myself sprinting through, past a bunch of screaming, pissed-off orcs because I didn't want to meddle with the side missions. My minimap was nearly always bloated with icons for missions and events that I usually didn't care about. That game thrives often on its unpredictability! For example, while watching two Uruks duel from a cliff, I was attacked by a support archer, and eventually was fighting both dueling Captains and an angry mob on this very cliff. In contrast, ten minutes later I took a side mission and found myself collecting herbs in three different areas so I could make a poison for grog.

To break it down,

  • Poisoning the Grog: Good!
  • A Fetch Quest To Make The Poison For The Aforementioned Grog: Not Good!

Grand Theft Auto V is a game that was on nearly everyones game of the year lists last year, but it's still full of that same brand of open-world nonsense. It's a great game for a lot of reasons, but the Yoga and Golf mini games were never part of those reasons. Coming from the perspective of somebody who is a gamer but also a dad, a husband, a student, and a provider--quality content (and lots of it) is a big plus for me. In fact, I was recently between buying Shadow of Mordor, Call of Duty: Advanced Warfare, and Diablo III. Truth be told, I'm technically the least interested in AW, but I knew that I would get tons of mileage out of the multiplayer--so I picked up AW (I got to pick up SoM too. I found a coupon!) But "extra" content can only take me so far.

If I was fourteen, I might end up living in Los Santos a little bit more. But I'm an adult, so I need games that will last, but not games that merely kill time. I hate to be the kind of person who says this, but I sort of don't have time!

This picture is simultaneously what I play and don't play Grand Theft Auto for.
This picture is simultaneously what I play and don't play Grand Theft Auto for.

...

I don't know if Just Cause 3 will be good. I hope it's great! I would very much like it to be. Nonetheless, it's very refreshing to hear a developer come out and say that they're trying to focus on what makes the game great, and not necessarily what makes the game packed. I'm aware that I am extrapolating a little bit. The point is, games can feel complete without feeling like they've run amok with the side bits.

On some level, it is neat that Grand Theft Auto V has what it has. If nothing else, it is impressive. But when open world games fill themselves with these things, the game suffers just like the player does. Instead of games finishing strong, they finish extremely bitter. I didn't finish Grand Theft Auto hot on the heels of a bitching heist, I finished that game doing some deep sea exploration...some tennis, I guess....I bought some real estate? I did a rampage as Trevor and thought about when I first played GTA2. I meandered around Los Santos, sensing that the world that had felt so lively around me an hour or two ago was now just a sea of NPCs with the occasionally interesting side mission. The UFO stuff was clever. I don't know. It was like when you find out your really funny, interesting friend is actually extremely depressed.

Just because games can be bigger doesn't mean they have to fill the disc. If a developer can deliver a concise, well made experience that doesn't overstay its welcome, that's incredible! That's just what I want! Even better if I can do it all over again.

Nothing is wrong with extra content, but when it's undercooked, it's usually a waste of time that hurt the central aspects of the game at hand. The reality is that multiplayer shooters have given a huge second wind to the console industry, and the decision to not include multiplayer is huge on its own. I want a games core content to be absolutely stunning, those are the legs it should stand on. When a game has a million things to show me, each unremarkable thing makes the remarkable wither. I want my game to stand firmly on two legs, not teeter on ten.

The fetch quest to make the poison in SoM wasn't a side quest by the way, it was 100% mandatory.

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#2 sgtsphynx  Moderator

I feel you on the way open world games feel empty once you finish the story missions. I felt super sad when I finished Sleepy Dogs because I had nothing worthwhile left to do. It felt empty; all Wei Shen's friends are dead, and there aren't any cop missions. So I ended up taking Wei to the original safe house had him go to sleep and turned off the game and then I uninstalled it.

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Oh right that grog part kinda sucked, I probably failed more at that part than any other since I sucked at stealth.

Still, it was preceded by 5 hours of me doing random side stuff and followed by 5 more hours of me doing random side stuff and all of it was immensely enjoyable.

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@regularassmilk: It's been more than a couple of years that open world games have been called GTA clones, Far Cry 2's open world was one of the biggest features of the game & I don't remember anyone calling that a GTA clone back in 2008. GTA is usually the standard that they're held against in terms of a living world though.

The strengths of Just Cause 2 weren't the story or a seemingly alive mission packed world, in fact if you were in a city it felt fake. It was the sheer scale of the world, grappling onto a jet & flying from one exploding military base to the next. Looking at the third installment I'm less concerned if the story is going to be engaging than how much destruction & mayhem we're going to be able to create.

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#5  Edited By regularassmilk

@hone_mcbone: I guess I forgot that we're nearly five years into this decade. I guess on one hand though I've gotten past the stage where I no longer think of the 90s when people say "a decade ago".

Don't you think that the mayhem would feel more meaningful in a place that felt alive?

EDIT: Although, Just Cause games don't generally share the metropolitan settings that most other open world games, so maybe it's different.

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@regularassmilk: Yeah time flies alright.

Did you play much of Just Cause 2? It was actually one of the few games I managed to get all the achievements for & I did it basically by just jumping into it occasionally after finishing the story to blow up the odd remaining outpost. Maybe the lack of focus on creating a living world is a plus in a game like this?

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#7  Edited By LaszloKovacs

This is a great writeup!

When a game has a million things to show me, each unremarkable thing makes the remarkable wither. I want my game to stand firmly on two legs, not teeter on ten.

This is so true. I have plenty of problems with the way Assassins Creed has been handling its side content for a long time. I think it's a huge part of why I stopped caring about the series very much after AC2. In newer AC games, I get overwhelmed looking at a map full of things that I just don't want to do. I think GTA5 had a riveting enough main story that I was able to successfully ignore all the bullshit side stuff that wasn't fun, but I had a very similar experience during the endgame - without the main story keeping you busy, you begin to realize that for all its beauty, it's kind of an empty world. The Saints Row series has a similar problem made even worse by the fact that they force you to sample the side content in order to progress the story. Making un-fun content mandatory in an attempt to make your side stuff relevant is not a good solution. If it's not fun to do, it shouldn't be in the game at all.

I'm not saying every game needs to be primarily about fun (Dear Esther is probably one of my favorite "games" of all time, despite not being a traditional game, or remotely concerned about having fun). But if you're making a summer blockbuster, huge chunks of content shouldn't feel like boring work.

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I'm not the kind of person who gets caught up in collecting all the flags and feathers in and Assassin's Creed game, but I agree that the current triple A model of packing games to the gills with "content" is preventing said games from doing as many interesting things with it's gameplay and structure. I think at some point games that had single player and multiplayer and coop and map editors had so much to offer that wowed reviewers repeatedly placed them at the top of their lists but the kitchen sink approach is beginning to feel stretched.

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I like the Shadow of the Colossus and The Getaway methods of side content: "Eh, there's like, 2 things to do... if you want; I don't care. It's just a big world to explore, I donno."

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#10  Edited By regularassmilk

@development: At least the stuff in Colossus was sort of mystical. I was nearly done with the game before I realized I could replay boss battles, and I remember shooting one of those glow-lizards just for the fuck of it and being blown away when I got something out of it. That game feels like magic. Honestly, maybe it's my favorite game ever?

@laszlokovacs: Thanks friend! I don't at all think all games need to be about having fun. I remember showing Journey to my wife back when she was still my girlfriend and saying "Well....it isn't really a game...it's an experience!" and she gave me a look that made me feel fucking embarrassed. I think she's come around somewhat, but whatever it doesn't matter because I love her. I just think it's hella dumpy when I finish an open-world game and then end up playing a bunch of crappy content in vane because I hope that it will be as good as the main content. I don't think side content has to die in a warehouse fire, because sometimes I don't want great games to end, but it's overwhelming. In the case of screed, it has all of those stupid flag pick-up things and the game about political assassinations in famous historical settings turns into fucking Banjo Kazooie.

@hone_mcbone: I actually only skimmed the surface of Just Cause 2, although I didn't mean to. More than anything I was just using the quote from the Avalanche developer as a jumping off point.

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#11  Edited By spraynardtatum

The main reason I wasn't interested in Mordor was because it looked like it was the same design as Assassins Creed and Watch Dogs.

Side quests being dull and mundane may be the biggest challenge facing open world games right now. Zelda seems to have always had the best rewards for your time with side quests but I have to admit that even some of those can be monotonous. The Witcher 2 has some good ones and some really bad ones. I think activities that are standardized are the worst. Variety makes all the difference.

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#12  Edited By Slag

You're not wrong, a lot of padding just isn't engaging.

Quality trumps quantity in my book. Give me fewer quality hours than endless sparse ones.

There was a point in time where gamelength was a useful differentiating feature in games,

No Caption Provided

a very short period of time at that before it got ridiculous,

but that period stopped long long before marketers stopped trumpeting length and obviously devs still pad games to this day.