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."
Elite
thanksyouverymuch
CJC
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.
Philip Sandifer's academic website
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?
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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Stop the Slashdot Effect! Don't read the articles!
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.
Jesus saves, everyone else takes full damage from the fireball.
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.
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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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.
-PainKilleR-[CE]
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.
Netjak.com independent reviews of domestic & import video ga
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.
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.
Happiness is relative, Based upon the way we live.