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Is Open-Ended Gaming The Future?

Thanks to GameSpot for their 'GameSpotting' editorial discussing whether open-ended, emergent gaming works better than linearity in videogames. The author asks: "Should more games aspire to be "virtual sandboxes," inviting the player to run amok and experiment as much as possible? Or is there still something to be said for the tightly scripted, carefully contrived, more-cinematic gaming experience? He goes on to suggest that more open-ended titles often work better for him: "I like for a game to last me a good, long time. I also like being able to come back to a game every once in a while and not necessarily feel pressured to reach a finite conclusion", but cites Grand Theft Auto III as "representative of where emergent and scripted gaming can and should converge."

15 of 76 comments (clear)

  1. been there done that, in a word... by cassidyc · · Score: 5, Insightful

    Elite

    thanksyouverymuch

    CJC

  2. Give me closed gaming any day by Snowspinner · · Score: 4, Insightful

    The problem with open-ended gaming, to me, is that computers simply aren't to the point yet (And, it is my personal belief, never will be) where they are capable of the dynamic responses to player actions that truly open-ended gaming would require. To me, once you begin focusing on accomodating player choices, you only serve to draw attention to the limitations on player choices.

    Neverwinter Nights, to me, is a prime example. In theory, it was supposed to offer the ability to run multiplayer D&D games. But the engine was so drastically limited in so many ways - the inability to climb trees, the lack of true 3D, etc, that running a D&D game is still quite impossible.

    To me, I'd much prefer a game that's on rails and only lets me follow the path, so long as that path is well-made, to a game that offers freedom, but crumbles once I try to push and probe that freedom.

    1. Re:Give me closed gaming any day by xSauronx · · Score: 2, Insightful
      i agree, i sold splinter cell a week after i bought it. lots of fun, but with just one way through the replay is nil.

      personally,i loved morrowind. after a while it can get boring, but thats really only once youve done a majority of guild quests (to such a point that starting a new character means that youll redo a couple dozen quests you had done already)

      morrowind needs some work, its all scripted and set up, but very open ended. The combat is a tad weak as well and certainly could have been better. after playing that, i couldnt stand a game like NWN or FFX because when i got tired of the story, i couldnt really go where i wanted for a while, and then get back in the game. Far from perfect, but a step in the right direction when it comes to an open-ended game and I got dozens and dozens of hours of enjoyment from it before i quit playing.

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    2. Re:Give me closed gaming any day by misfit13b · · Score: 4, Insightful

      To me, I'd much prefer a game that's on rails and only lets me follow the path, so long as that path is well-made, to a game that offers freedom, but crumbles once I try to push and probe that freedom.

      So you'd rather have a well made game than a badly made one. That should be obvious, not insightful.

      The question is would you rather have a well made closed game, or a well made open-ended game. Which in itself is a poor question because it really doesn't matter. Certain games, like GTA or an RPG, lend themselves to being more open ended. Other games, platformers, etc., do not. There are plusses and minuses of both, and both rely on personal preference.

    3. Re:Give me closed gaming any day by Pendersempai · · Score: 2, Insightful

      SimCity 2000 was an excellent, truly open-ended game. NeverWinter Nights is NOT open-ended, nor was it ever intended to be; while one can construct one's own modules, playing that module is riding the rails the creator laid.

      I like both kinds of games, but the open-ended ones stay with me much longer. I still play SimCity 2000 to this day, yea, even though it requires Classic to boot.

  3. Like all things... by Anonymous Coward · · Score: 1, Insightful

    Why does Gamespot alwasy seem to swing from one extreme to another? Yes, non-linear gaming works well, but still has to be balanced with goals and rewards for accomplishing tasks.

    Like all things, games should be balanced. Not too much, not too little, but just right. Duh. These guys get paid to write this stuff?

  4. how wonderful - merge A and B! by KingPrad · · Score: 4, Insightful
    Is anyone else annoyed by these posts that ask a question "Should we have A OR should we have B?" as if either one is superior in all respects to the other. Then, of course, there is an example of where A and B are blended. WOW! Imagine that neither choice is the obviously superior and that they can be combined! So what was the point of the original question of choosing between them?

    I especially like how the poster cites the author first saying "open-ended titles work a better for him" and immediately cites Grand Theft Auto III as the perfect combination and is thus not a totally open-ended game.

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  5. Prime Example missed: Morrowwind by MadocGwyn · · Score: 3, Insightful

    A HUGE game, you could follow the story line, or just run off and level ff3 style but there were so many side quests and things to do you never felt you were 'divateing' you felt you were part of a living breathing world, the only thing I didnt like is things didnt 'change' much, events didnt move on. It was still fun when you bored of the main story line to clear out a few dungeons or experiment with the magic system. you could play for hours and hours accomlishing nothing story line wise but still have fun and get rewarded. Then the expansions built on this, old areas had new things, and entire new islands were opened up. There was no 'end' You finished the main story line saw the ending cinimatic, then were sent on your way, the npc's even recognised when you completed certain things, calling you by titles you had earned.

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  6. Anyone Play Zelda? by Kamalot · · Score: 3, Insightful

    I don't know if any of you have played Legend of Zelda: The Wind Waker, but that game blends an amazing amount of freedom with a compelling story. The entire game feels like a giant playground to explore. There are numerous side-quests and so much to see and do that I never god bored. At the same time, you are rewarded for progressing the story forward by gaining additional abilities. In the early stages of the game, your range is limited. The more you play, the greater the game grows in scope.

  7. Good scripted games by FFFish · · Score: 2, Insightful

    I loved Half-life. That was a fairly tightly-scripted game. But it was also very well-written (at least during the first third). I was in a complete panic when I saw the first military dude shoot a scientist! I had to run that scenario a few times over just to convince myself that it really was supposed to go over that way.

    On the other hand, I loved Unreal Tournament human-vs-human. No scripts at all, tons o' fun.

    Room for both genres, I say!

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  8. Re:What's the big deal? by PainKilleR-CE · · Score: 2, Insightful

    It's a sad state of gaming... few people I know would give GTA1 a serious chance when it game out. A few close friends I would play it all hours of the night. But no, you have to put it into 3D before many people will give it a chance. I guess that's a slightly off-topic rant, but it's true.

    The biggest difference, imo, is the time limit. GTA1 only allowed you so much time to get through the missions, so unless you cheated or managed to extend your time a great deal through completing missions quickly, you had to continue in a very mission-based, somewhat linear fashion. Once you remove that limit, the game feels much more open simply because you have time on your hands to explore and get a better feel for the city in which you're playing this game. The next mission doesn't really matter because you can walk around, grab a car, do almost whatever you want to without worrying about that time limit running out.

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  9. "Emergent Gameplay" is a stupid term. by Alkaiser · · Score: 2, Insightful

    What emerges? Gameplay? Is it just bubbling underneath the surface, where it rises like a big submarine?

    So ditch the term. Stop trying to make yourselves sound all cutting-edge by coining terms that don't make sense.

    Second of all, this open-ended stuff isn't necessarily true. Just like Deus Ex...you're basically still on rails. Even these open-ended games. There's one main story arc...you just go about it different ways, and you reach the same ending or ending nexus no matter what you did during the game. Eventually, you get to the core question...which do you like more, "The Sims" or "Final Fantasy"?

    The problem with open-ended gaming is NOT that we don't have powerful enough machines...is that there isn't enough time in the dev cycle. To create a game with choices that give you say 4 different endings that aren't just, "Ok, you're at the end of the game, which ending do you want?" or "Choice A sends you to path A, and Choice B sends you to game path B." and then scripting and testing those takes a freaking long time.

    Fallout, and Arcanum are probably the closest finished products. You had all those side arcs in between. After you finished the game, depending on what did in the towns along the way, different things happened to them. You still went to one basic ending, but if you built into that a script to determine which path(s) your character would have left to them at the final decision based off of their string of previous actions, and that'd be great.

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  10. Most games by misfit13b · · Score: 3, Insightful

    have an overall goal to accomplish. The only way to make a truely open-ended game is to remove that goal.

    But how far removed can a goal be from a game before that game becomes "pointless"? Most people who lay down $50 want to know that there is going to be some resolution of conflict once they have played.

    Again, it's all subjective.

    1. Re:Most games by n0wak · · Score: 3, Insightful

      But how far removed can a goal be from a game before that game becomes "pointless"

      Just because you remove a resolution doesn't mean that you remove a "goal". Goals can be self-defined by the player, defined to fit their gaming habits. Sim City does not have any definite goal. There's no way to "win" the game. You just set your own destination and see if you can get to it; or you just play around hoping to see where it will get you. Some might argue that SimCity is not a "game" per say, but this idea of self-defined goals can apply to other titles too.

      Tetris, for example. There is no end in Tetris too, but it's still an enjoyable game. You can play it as an amusing distraction to fill the time, you can play it to see how many lines you can get, you can try to beat your own high score, you can try to beat someone else's high score, etc.

      Personally, if a game's goal is simply fun, then that's good enough for me.

  11. Open Ended, Linear... by Thedalek · · Score: 2, Insightful

    As I see it, these aren't the only two options. Truly open-ended gameplay usually gives way to chaos (GTA). Linear gameplay can be fun (Klonoa/Super Mario/Metroid).

    There is third choice: Multilinear gameplay. This is almost what Morrowind does. There are definite, linear quests. Do X, Y happens. Take the McGuffin to mister Johnson. Pardon me, did you happen to find the ring I lost? That sort of thing. However, discovery of these pathways is so open ended as to frustrate and bore most gamers.

    A truly magnificent game has a linear path which gives you a minimalist tour of the game, implicitly showing the extras which can be achieved (Super Mario 64, Ratchet and Clank). Would that more games applied this concept. More to the point, this minimalist tour should be about 1/4 to 1/3 the actual length/complexity of the game.

    Of course, all this only really applies to action/adventure/rpg games. Puzzle games can be anything they like. They can even be ZooCube.

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