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by protonfish
4287 days ago
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I think the desire to make games "open-ended" is inherently flawed (if you also want players to enjoy themselves.) The more complex and unpredictable a game becomes, the more difficult it is to balance. A certain (probably small) number of paths will be gravitated to leaving most stories unexplored and ending up equivalent to a linear story line (with a lot more work.) One way to attempt to fix this is to create multiple balanced paths (essentially a "choose your own adventure.") This can be brute-forced by adding more and more optional story lines, but in the end it is just many linear stories which is functional equivalent to selecting from different games to play. It is fun to think about creating a virtual world that is as rich and complex as the real one, but we already live in a reality that often sucks so hard we want to retreat into fiction. Stories with minor interactive components are a fine genre (if well done and compelling) as are puzzle and action games. The fact that they are different than reality is their primary feature, not a flaw. |
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X-Com games are a common example of "open" games. The "story line" is single, of course, so if you're only talking about story they're very linear. However, how you get through is much more up to you. It doesn't force you down the right side of the bunker and require you to throw a grenade inside before you can proceed in the story; X-Com puts aliens in the world, and gives you some tools and options to fight them, and whenever something particular happens, story also happens (for a simple example: you lose all your forces and bases, the aliens take over the world! Game Over)
The desire to make games that are open is clearly not "inherently flawed"; Risk is a very open-ended game, yet I've never heard of anyone complaining that the way it divides the story into branching paths just boils it down to choosing the best two or three storylines.