Problems with open worlds

Open worlds in games are becoming more and more common. This is mainly due to the fact that such worlds are more natural for people, which should theoretically deepen immersję. Technological progress has also played a key role, which allowed us to generate it all and to see the player in an accessible form. Today I want to stir up some of the problems you might encounter when creating an open world in your game. I will also tell you why you should not put your game in such a world.

As a prelude to this text I recommend you read about open worlds

Problem Number 1: The Story

Keeping an interesting storyline in games with an open world is extremely difficult, because we are missing, as designers of games, one thing: the control of the player. This factor receives us the ability to control the time in which we want to make the next threads to play, and hence the pace of history progress and its impact on the player.

A certain influence on the aforementioned aspects is gained only in specific places, which we as more linear. Of course, we can not put them in the game too many, because then the game will not be too cohesive. In this case, we face the risk of creating a world that becomes only the space of travel between the closed levels.

Many of you have probably played in Skyrim, where a curse of destruction is hanging over the world. Who of you, however, actually felt it was that the lands that roamed have to be outed? Let him raise the hand, who did not indulge in a little significant side activities such as collecting flowers or performing negligible side quests.

Likewise, this issue looks like in The Witcher. Kind of race with the wild gone, not to admit that it met with Ciri first, and yet still we time to look gay-hunters in the woods, Ukatrupić UTOPCA or play in the thread.

The top of the championship in the tearing of the player from the main story thread was Sacred2, in which every new site visited by US napotykaliśmy dozens of characters wanting something from us.

If you want to have a lot of control over story telling, think carefully about whether you should put your game in an open world.

An interesting solution, which I have not met in any game could be to place a player in the main role-playing thread. He could always, as a result of the curse, encounter other heroes from the world of the game, who fight in his defense. This is obviously a flaw: a player's character becomes a supporting story in relation to the storyline, which can make it much less attractive. You can try to force the player to rush in certain situations by specifying the time limits in which they must appear in certain places. However, you must first Gacza prepare for possible consequences, for example, through some smaller task at the beginning of the game, because unfortunately (or maybe unfortunately) today's games do not use such a mechanic.

Issue number 2: the Freedom to approach tasks

The freedom with which the player moves is followed by further problems. Usually you will not have control over where our hero succeeds before coming to the place of the proper action, and thus, it is hard to determine the skills, equipment and overall strength of the character. This stretches a few consequences. The missions you created can be too difficult or too easy depending on whether the player spent a lot of time on other activities improving his stats or the usual skills in the game. Even worse, when a player has to have a certain specific ability to complete a mission and is already in the process of performing it. However, this Problem seems to be quite easy to work around. Just block the path of the handle to specific places when you don't have the key things or the skills. Such solutions have worked well in games Ori or Zelda.

In games of the likes of Far Cry, there is still an aspect of freedom in approach to specific tasks placed in specific locations. This makes the level designer need to think well about the player's behavior and adjust the flow of missions appropriately so that it does not prove that one of the possible ways to solve the problem is extremely simple.

Issue number 3: freedom to explore the world

Open worlds are by definition open, which also pulls together some problems facing the game designer. You will probably want to put some things that the player should see in a certain phase of the game. Game developers have already found a few solutions, but none of them seems perfect. The first may be to suggest to the player that this is a place where they still should not pretend by locating opponents or other obstacles with which they certainly cannot handle. Quite smoothly solved it in Baldur Gate on the occasion of the Dargul's Tower. It's great to talk about the team with Extra credits.

 However, such a solution cannot be used in many other games, because it begins to look artificial. Unfortunately, this solution was used in the Last Witcher, where in a quite short distance from each other was placed identical looking opponents, whose levels are significantly different from each other, and hence the part, for example Utopców, We yourself without a problem, and before others we had to flee.

An interesting concept, although requiring a lot of work is to modify the world with the progress of the player in the storyline. Such solutions can have a electrifying impression on slack. To show him a great, beautiful city, which he visits his day to buy the eggs, and the other sees them in a complete chaos. Of course, this requires the creation of additional content, a foreseeable number of possible situations, eg. When you destroy an object important from the standpoint of another task. It's not as simple as it may seem…

Separate maps are another way of separating a player from what is intended for later. I guess this does not require excessive translation:)

Issue number 4: The amount of content in the game

This should not surprise anyone that creating an open world requires a lot more content, assets and prefabów than in the case of more linear games. After all, you have to ensure that every corner of your world is filled with something. It must also be remembered that the other places should be slightly different, so that the player can easily orient themselves in the field. Study the differences between sites in Wow or Guild wars. You can usually find out where you are at first glance. Colors, distinctive objects, characters and opponents, terrain, sky, unique fauna and flora, and even various musical motives and sounds. Even fog that restricts view range changes its color depending on where you are.

Problem number 5: Optimization and bugs

Great world, it's a lot of things to render and display. You need to think carefully about when something should be zespawnowane in the world or when you start working. It is also important to artificial intelligence, which can absorb a large part of the processing power, so it is possible that you want to limit its amount, and some characters will only be targeted by a few simple scripts and only pretend to be intelligent.

Open worlds are usually much more complicated than the linear ones, so you need to be more concerned about predicting what a player can do in the world, to avoid a situation in which it is in the cut scene, for example, the character that the player have already been killed.

Dodaj komentarz

Twój adres email nie zostanie opublikowany. Pola, których wypełnienie jest wymagane, są oznaczone symbolem *

This site uses Akismet to reduce spam. Learn how your comment data is processed.