Death Stranding had one of my favorite open worlds ever,the fact traversing it was a central gameplay mechanic made everything meaningful,even though the actual world was a fairly barren place.
It was mentioned.How are we this far in without mentioning The Witcher 3? That's a world that felt alive, and with something exciting to discover over the next hill at every point.
The size got tiresome after a while, but Novigrad is a really strong justification. The scale and spread of how the land gradually goes from isolate hovels to smaller villages to outlying communities to the outer wall lanes to the dense winding interiors to the grander homes of the highlands of the city is amazing.Nah. That's an easy example as to why bigger doesn't necessarily translate to better. I thought the first and second game had way better pacing overall, and had enough room to explore. TW3 excelled with its main quest, characters, towns and some of the side quests, but the vastness of the world was not a boon to me. It was filled way too much with the same dull objectives as every other open-world game. If you only counted the good side-quests, the world would only need to be a third of its size, if that.
Cautiously optimistic towards Cyberpunk. I want it to be good, but if it just turns out to be the Deus Ex Auto it appears to be, I'll grow bored quickly.
How are we this far in without mentioning The Witcher 3? That's a world that felt alive, and with something exciting to discover over the next hill at every point.
Does it get any more open world than space? :DDoes Outer WIlds count? That game's open world feels intensively crafted and purposeful.
How are we this far in without mentioning The Witcher 3? That's a world that felt alive, and with something exciting to discover over the next hill at every point.
I disagree strongly about RDR2 in the OP... Like, RDR2 is the best use of open world of any game I've ever played, and by a wide margin. It's makes such brilliant use of it's open world, and the game would not be the same game without an open world. The game is the world.
I guess one exception in RDR2 is a region of the map that is not explorable until the "post-game." THe game has been out for a year so it's probably silly to "spoil" this as you would have likely seen it in screenshots and anything else, but the entire US-side of the RDR1 map is included in RDR2, but it's not explorable for story reasons throughout the primary story mode of the game. A wish they had done more with that part of the map story-wise, but it makes sense in-game canon why they don't: In RDR1, your main character plays a role in which he's a stranger in a strange land, so it wouldn't make too much ssense, story wise, to have that region be part of the RDR2 story mode.
I understand how a lot of people get tired of the open structure of RDR2 so I don't fault anybody who just blitzed through the missions, but the essential way to play that game is to explore the whole world. It's so, so, so rewarding. Some of the best storytelling of any game is done in these "micro-stories" told throughout the world, and even after playing it for... hundreds of hours, now in my second full playthrough, I'm stumbling into things that I never stumbled into before and it's amazing that Rockstar puts so much effort into these micro-stories and world-building aspects in the game in regions, places, and activities that the overwhelming majority of people will never experience or even come across. Things with no "icon marker" no "mission goal" no ... point other than building this rich, detailed, believable, enchanting world.
I like Breath of the Wild as a game, the gamey-ness was just wonderful, but it's not comparable to the world building of RDR2. There's so many anecdotes and stories of world building in RDR2 it's tough to even get into it because there's hundreds of them that build this cohesive, believable world that is bigger than your character... A world that exists on its own whether you're they're or a part of it or not.
Someone in the RDR2 thread posted a recent discovery they found, and it's just such a great example of world building that 99% of players won't experience at all. So, there's a town in RDR1 and RDR2 called Armadillo. In RDR1 this is the first town you visit and where a lot of the early story takes place. If you are familiar with the lore of RDR1, you know that Armadillo is a town that had recently had a cholera outbreak prior to the events of RDR1. West of Armadillo is a town called Tumbleweed, and in RDR1, this is a ghost town with bandits in it, and if you do some digging and pay attention then you know that Tumbleweed was a bustling town, but "Then the railroad came through and skipped it..." And Armadillo becomes the thriving town of RDR1, while TUmbleweed becomes abandoned. So there's too many stories related to this to get into, but in RDR2 if you visit Armadillo, it's in the throes of its cholera outbreak, with coffins strewn about, sick people, a semi-abandoned town... In RDR2 there's a mechanic where you can cover your face with a mask when you're robbing stores to not get identifies, so an Era member decides ... hey, there's a contagious outbreak in Armabdillo, it'd make sense to cover my face ALA Coronavirus in real life. SO player does that and as he walks through town the few towns folk comment on it, saying things like "Hey, wearing a mask won't protect you from this disease..." and various comments like that. It's such a tiny, tiny detail, and this game was obviously made before mask-wearing was common in the US or Europe, but it's just this attention to detail in an otherwise unvisited portion of the main mission structure, that 99.9% (or more) people will never experience ... and yet, they record the line and have AI programming to tell you that on the off chance that you ride into Armadillo with your mask on ... it's amazing attnetion to detail.
There's a lot more mystery with Armadillo as well, including tying into a notorious side-character named Herbert Moon, the Strange Man, and more, and RDR2 has all of these supernatural hints and suggestions if you dig *deep* as to why Armadillo got the cholera outbreak and why Herbert Moon seems immune to it. ... As well as why Herbert Moon becomes a racist, anti-semitic conspiracy theorist by RDR1.
If you played through RDR1 and RDR2 and missed this, google "The Mystery of the Strange Man," and there's plenty of youtube videos and wiki's talking about it. Here's a good one:
Red Dead Redemption 2 Easter Egg - The Strange Man
Red Dead Redemption 2 Secret Easter Egg - The Strange ManIn Bayall Edge, Lemoyne there is a shack where you can find some mysterious paintings and writings o...www.youtube.com
There is nothing in the main mission structure of the game that brings you to this shack, it's only if you're really into exploring the world, but if you walk into it and you played RDR1, it will just invite so much curiosity and interest. When I stumbled in I Was like "..... wtf holy shit..." And it really felt like I was a detective uncovering a mystery. There's no reward, no unique gun, no unique outfit, no "achievment unlocked," or anything, it's just there to build the world and give you a sense of awe. And there's dozens or maybe hundreds of little anecdotes and "micro-stories" like this all throughout RDR2.
There's a handful of "very obvious" ones, like the well known New Hanover serial killer which most players usually find or discover because the hints are places around the areas that you spend a lot of time in. I really did love this serial killer side-story because it's one that you discover if you pay attention when riding around, and it's the first one where I was like "woah, so there's a lot to this world." BUt then, if you go hunting *knowing* it, you can find so much more, like this random message scrawled in a train tunnel which is super hard to see unless you use the Photo mode in the game and use a filter:
I fucking loved this ambient "micro-story" because it's a mix of genuine discovery but then guided discovery as finding clues about the killer reveals a sort of treasure map, and then you need to know where to go once you find all of the final pieces... Most people who avidly explore the map will know it fairly immediately when they get all of the pieces.
FOr a game that uses it's open world poorly, I'll use another Rockstar example -- GTAIV. Almost all of the story takes place in 2 regions of the map, with a 3rd region barely having any of the story, and one portion of that 3rd region completely unvisited save for maybe one or two "drive through" missions. I think Rockstar knew they'd be releasing DLC for it, so they intentionally didn't put much of the story in 60% of the map, and kept Niko's story mostly contained to 2 small regions of the map. But, I was disappointed when I finished GTAIV. And then, if you explored those areas, there was almost no reward to it. They felt like empty regions with nothing to find and nothing to discover. It's the opposite of RDR2. Once all of the DLC for GTAIV came out, you got a better appreciation for the map, but GTAIV alone was a poor use of its map IMO.
Agree with your beautiful defense of RDR2, but having been replaying IV after the latest PC update (the one adding Steam achievements and the DLC), I think you're misremembering just how much of the story is set in Alderney. All of the fixer/assassination missions and Pegarino family missions, as are plenty of missions from the McReary brothers. There are also several strangers there, plus all of the other activities you find around the entirety of the map (like vigilante missions, races, Stevie's cars, etc.).FOr a game that uses it's open world poorly, I'll use another Rockstar example -- GTAIV. Almost all of the story takes place in 2 regions of the map, with a 3rd region barely having any of the story, and one portion of that 3rd region completely unvisited save for maybe one or two "drive through" missions. I think Rockstar knew they'd be releasing DLC for it, so they intentionally didn't put much of the story in 60% of the map, and kept Niko's story mostly contained to 2 small regions of the map. But, I was disappointed when I finished GTAIV. And then, if you explored those areas, there was almost no reward to it. They felt like empty regions with nothing to find and nothing to discover. It's the opposite of RDR2. Once all of the DLC for GTAIV came out, you got a better appreciation for the map, but GTAIV alone was a poor use of its map IMO.
I dunno for as restrictive RDR2s missions are the game is pretty alive and open when youre just roaming around. Lots to see. Beautiful vistas, random people living their life, shit you can steal. BoTW and RDR are the best open world experiences this gen for me.
I would give a kidney to get that.Honestly this is the golden standard as far as alien worlds go. I'm hoping Metroid Prime 4 is one of the game Monolith has a helping hand with
Subnautica
A hand-crafted world of great depth, contextualized by a constantly rewarding loop of exploring deeper to craft better gear to explore deeper still.
Never too large to feel boring, but spread out enough to create a sense of tense progression into darker and more alien biomes
that's a level, not an open world.
3D Fallout games to my experience have invisible walls which battle against the idea of an open world and in an off-putting way lead the player. Never felt FOs very open in that regard.I feel like Fallout games do it right. You can basically ignore the main mission and just go exploring off the bat and "create" your own game. There's cool stuff tucked away all over the map and if you stop and read terminals some places have really cool backstories that are fun to explore in of themselves. It's all open immediately too.
Do you want MP4 to be open world?Honestly this is the golden standard as far as alien worlds go. I'm hoping Metroid Prime 4 is one of the game Monolith has a helping hand with
RDR2 is nuts!I disagree strongly about RDR2 in the OP... Like, RDR2 is the best use of open world of any game I've ever played, and by a wide margin. It's makes such brilliant use of it's open world, and the game would not be the same game without an open world. The game is the world.
I guess one exception in RDR2 is a region of the map that is not explorable until the "post-game." THe game has been out for a year so it's probably silly to "spoil" this as you would have likely seen it in screenshots and anything else, but the entire US-side of the RDR1 map is included in RDR2, but it's not explorable for story reasons throughout the primary story mode of the game. A wish they had done more with that part of the map story-wise, but it makes sense in-game canon why they don't: In RDR1, your main character plays a role in which he's a stranger in a strange land, so it wouldn't make too much ssense, story wise, to have that region be part of the RDR2 story mode.
I understand how a lot of people get tired of the open structure of RDR2 so I don't fault anybody who just blitzed through the missions, but the essential way to play that game is to explore the whole world. It's so, so, so rewarding. Some of the best storytelling of any game is done in these "micro-stories" told throughout the world, and even after playing it for... hundreds of hours, now in my second full playthrough, I'm stumbling into things that I never stumbled into before and it's amazing that Rockstar puts so much effort into these micro-stories and world-building aspects in the game in regions, places, and activities that the overwhelming majority of people will never experience or even come across. Things with no "icon marker" no "mission goal" no ... point other than building this rich, detailed, believable, enchanting world.
I like Breath of the Wild as a game, the gamey-ness was just wonderful, but it's not comparable to the world building of RDR2. There's so many anecdotes and stories of world building in RDR2 it's tough to even get into it because there's hundreds of them that build this cohesive, believable world that is bigger than your character... A world that exists on its own whether you're they're or a part of it or not.
Someone in the RDR2 thread posted a recent discovery they found, and it's just such a great example of world building that 99% of players won't experience at all. So, there's a town in RDR1 and RDR2 called Armadillo. In RDR1 this is the first town you visit and where a lot of the early story takes place. If you are familiar with the lore of RDR1, you know that Armadillo is a town that had recently had a cholera outbreak prior to the events of RDR1. West of Armadillo is a town called Tumbleweed, and in RDR1, this is a ghost town with bandits in it, and if you do some digging and pay attention then you know that Tumbleweed was a bustling town, but "Then the railroad came through and skipped it..." And Armadillo becomes the thriving town of RDR1, while TUmbleweed becomes abandoned. So there's too many stories related to this to get into, but in RDR2 if you visit Armadillo, it's in the throes of its cholera outbreak, with coffins strewn about, sick people, a semi-abandoned town... In RDR2 there's a mechanic where you can cover your face with a mask when you're robbing stores to not get identifies, so an Era member decides ... hey, there's a contagious outbreak in Armabdillo, it'd make sense to cover my face ALA Coronavirus in real life. SO player does that and as he walks through town the few towns folk comment on it, saying things like "Hey, wearing a mask won't protect you from this disease..." and various comments like that. It's such a tiny, tiny detail, and this game was obviously made before mask-wearing was common in the US or Europe, but it's just this attention to detail in an otherwise unvisited portion of the main mission structure, that 99.9% (or more) people will never experience ... and yet, they record the line and have AI programming to tell you that on the off chance that you ride into Armadillo with your mask on ... it's amazing attnetion to detail.
There's a lot more mystery with Armadillo as well, including tying into a notorious side-character named Herbert Moon, the Strange Man, and more, and RDR2 has all of these supernatural hints and suggestions if you dig *deep* as to why Armadillo got the cholera outbreak and why Herbert Moon seems immune to it. ... As well as why Herbert Moon becomes a racist, anti-semitic conspiracy theorist by RDR1.
If you played through RDR1 and RDR2 and missed this, google "The Mystery of the Strange Man," and there's plenty of youtube videos and wiki's talking about it. Here's a good one:
Red Dead Redemption 2 Easter Egg - The Strange Man
Red Dead Redemption 2 Secret Easter Egg - The Strange ManIn Bayall Edge, Lemoyne there is a shack where you can find some mysterious paintings and writings o...www.youtube.com
There is nothing in the main mission structure of the game that brings you to this shack, it's only if you're really into exploring the world, but if you walk into it and you played RDR1, it will just invite so much curiosity and interest. When I stumbled in I Was like "..... wtf holy shit..." And it really felt like I was a detective uncovering a mystery. There's no reward, no unique gun, no unique outfit, no "achievment unlocked," or anything, it's just there to build the world and give you a sense of awe. And there's dozens or maybe hundreds of little anecdotes and "micro-stories" like this all throughout RDR2.
There's a handful of "very obvious" ones, like the well known New Hanover serial killer which most players usually find or discover because the hints are places around the areas that you spend a lot of time in. I really did love this serial killer side-story because it's one that you discover if you pay attention when riding around, and it's the first one where I was like "woah, so there's a lot to this world." BUt then, if you go hunting *knowing* it, you can find so much more, like this random message scrawled in a train tunnel which is super hard to see unless you use the Photo mode in the game and use a filter:
I fucking loved this ambient "micro-story" because it's a mix of genuine discovery but then guided discovery as finding clues about the killer reveals a sort of treasure map, and then you need to know where to go once you find all of the final pieces... Most people who avidly explore the map will know it fairly immediately when they get all of the pieces.
FOr a game that uses it's open world poorly, I'll use another Rockstar example -- GTAIV. Almost all of the story takes place in 2 regions of the map, with a 3rd region barely having any of the story, and one portion of that 3rd region completely unvisited save for maybe one or two "drive through" missions. I think Rockstar knew they'd be releasing DLC for it, so they intentionally didn't put much of the story in 60% of the map, and kept Niko's story mostly contained to 2 small regions of the map. But, I was disappointed when I finished GTAIV. And then, if you explored those areas, there was almost no reward to it. They felt like empty regions with nothing to find and nothing to discover. It's the opposite of RDR2. Once all of the DLC for GTAIV came out, you got a better appreciation for the map, but GTAIV alone was a poor use of its map IMO.
"Open world" in the sense it'd be okay if it was the size of just one of Xenoblade Chronicle X's continents and just packed to the brim with ways to explore it and vastly more interactive. So sandbox, but not necessarily open world. It seems like the general feel MP was going for if it didn't have to segment the world through creative loading through elevators and doors and such
Definetly NOT GTAV, the game is full of nothing and there is nothing to incentivize exploring around.
It's ridiculous that RDR2 is in the OP just because the missions are "linear", nothing wrong with linear mission design. There's a ton of shit that you will miss on a normal playthrough, even paranormal crazy stuff.
RDR2 is the most beautiful, most fully realized dynamic open world I have ever seen. It's the benchmark for open world games going forward.
I also like Yakuza's small open world design, and the mysterious desolate emptiness of SotC.
RDR2 is nuts!