CultureClearance said:
Don't understand the basic concepts of a true open world games, do ya?
One word - freedom. If you exercise it, don't bitch about it. If you willfully try to blow past an open world game, do not bitch about how you blew through it. If you take your blessed time, don't bitch about the game being too long. It's your call.
I understand the concept of open world, your just accepting what is being given to you. Open world gaming has been around a LONG LONG time, and just because you are given freedom does not mean you should be allowed to beat a game in a handful of hours.
Fallout 3 is a great example of how they took the classic open world design of an RPG, and just screwed it all up by making it too easy.
If the game truly offered freedom, then it would let me do whatever the hell I pleased but even then these games don't, and put up invisible gaming walls. I can't go to point Z without going through B, C, D, E, etc, so wheres my freedom? The game already puts artificial story walls in front of your progression, so why not put in some more to bolster the games general length and difficulty?
MMOs are a perfect example in which giant open worlds are created, but the player base will simply ignore much of it because they are out for a sense of accomplishment. This is where the idea of carrot on a stick comes in with MMO design as players are used to incentives to get them to do other things in the game instead of trying to rush through it to get to whatever main achievement the game offers.
Vercingetorix said:
Depends. In some, probably most, open world games the main quests are way better than the sidequests. Mass Effect is a great 15 hour game if you just go through the main quest.
Yes but that's still a decent length and even doing other things in the game offered incentive to players that would attract them away from the main quests.