Modern open-world design. It's fine every once in a while, and I've enjoyed my fair share, but almost every big game has to be open-world now, even if it doesn't fit (which mostly it doesn't). Super tired of empty, lifeless, forgettable expanses and repeating, shallow, filler content. I hate traveling from mission to mission. What boring, filler, non-content horseshit. Why don't developers respect the player's time anymore?
I remember every nook and cranny of Dark Souls. That's a great feeling. It feels like actually learning something, and learning is pure ecstasy. I don't remember a damn square foot of the world from Infamous 1 or 2, Sleeping Dogs, Prototype 2, etc. They are vague blobs of samey architecture. That is a shitty, hollow feeling that I hate more than anything. I played those games. I spent my precious time on them. If I can't even remember them now, why the hell did I play them in the first place? I might as well have spent that time jacking off for all the good it did me.
Most open world games are mechanically less complex and interesting than their linear/smaller-world (Dark Souls) counterparts. Most of them have less interesting stories as well. I just don't see what the advantage is. It almost seems like developers (or their totalitarian publishers) think open-world is a blanket improvement, like better graphics or animations, when that's not the case. It's a design decision that drastically effects how a game is structured, and how it feels to play. Making something open-world doesn't make it better, just different, and in many cases worse. Not to mention costs. If you can make a much better and more interesting game for less money, and the only trade-off is you have to have a smaller playing space, why wouldn't you? It blows my mind that open-world is more popular than linear or small, deliberately designed worlds like Dark Souls in the AAA space, despite the prohibitive costs and other downsides associated with it. Has the entire world gone mad, or am I the one who's crazy?
What happened to painstakingly authored levels full of intelligent design that felt like it was coming from an actual person rather than a gigantic, faceless team making art by way of democracy and focus testing? Those were the days.
Log in to comment