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Open worlds are the logical end point of gaming
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>>746693302
Don't do this to him.
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>>746693302
They're thankfully not the end point, but the moment we reflect on the final solution for maximalist design. It forces designers to question what a level is, and when you go open world how the best solution is to go back, undo it all, re-think what it means to minimize level design.

The first thing you do your first time in any image editor or 3d editor is see how big you can make something. The second thing you do after that is realize how pointless and uninteresting that is.
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Open world is just real life which is akin to being super focused on graphics realism above everything else. Video games are fun because they have clearly defined goals unlike real life which is too big and messy
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Extraction shooters*
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>>746693302
Just like capitalism
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>>746693302
i genuinely cant go back to linear/level select games after playing good open world games, its impossible
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>>746693302
Open world is the antithesis of storytelling, trying to do both always ends in failure.
You either try to tell a story with linear gameplay, or you make a sandbox.
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>>746694010
Storygames are antithesis of what makes gaming unique from other mediums
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By "storygames" do you mean interactive movies like AAA games or any videogame with a plot? Because I meant any videogame with a plot.
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>>746694063
>>746694214
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>>746693424
>The first thing you do your first time in any image editor or 3d editor is see how big you can make something. The second thing you do after that is realize how pointless and uninteresting that is.
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>>746693302
Open worlds are fundamentally a lie. You can go anywhere, you can do anything at any time, this is the fantasy that is sold.
The truth is that open worlds are just interactive large-volume level selects with some microcontent to do in-between actual levels, like an interactive loading screen where you can still act even when the level hasn't fully loaded in, or an "interactive cutscene" where you can walk around while NPCs dump exposition at one another.
This level select can be as linear or non-linear as the developers want and it can do as much are as little to preserve the illusion of choice as the developers want, same as any other type of game.

Open worlds are either completely overambitious featurecreep, a way to justify a larger pricetag on the game, a way for the developer to beg for more time before their project is mercy killed or all of the above.

An open world can provide some empty space when there genuinely doesn't need to be a real level stuck in-between content like with Shadow of the Colossus, and there can be some fun in free-roam sandbox gameplay if the game's movement mechanics are fun to play around with, but that's all that an open world can really bring to the table.
>>746694010
Open worlds are neither linear nor are they non-linear.
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