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."
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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.
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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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Thank you, thank you, thank you! Come on! Nethack and Rogue weren't even mentioned in the article, but still the author seems to get the point. There have been great open-ended games before and there will be great open-ended games in the future. So the Sims and GTA sold tons of copies. That's because they were fun. Move along, nothing to see here.
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.
so when is Ender's Game coming out?
/. already owns it)
(i would provide a link to the book, but i think everyone on
THERE IS NO DATA. THERE IS O
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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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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A 'game' which I play a lot is "Second Life". I know its been featured on here a time or two, however, I think that it is a good example of where a 'virtual sandbox' has been created, and is quite a lot of fun.
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Second Life has a 3d modeler built right in, along with a scripting language that was developed specifically for SL. Its quite advanced, however, not that hard to master.
For more info, check out: http://secondlife.com/ss/?u=3a6859b3184c7e30ae042
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.
The problem with "emergent games" is the following. In many games (especially RPGs), a new player is forced to create a character without knowing the game mechanics. The player will make decisions at this point that will affect his character for the rest of the game, but really not know what he's doing, practically forcing him/her to replay the game.
As far as RPGs are concerned, I really like a combination approach. The best example I can think of in the RPG genre is Final Fantasy 6 (3 US). The game started off being almost completely linear while you learned the ability system and whatnot. Half-way through, you're stripped of all your characters except 1 and given a new world to explore. You can get back characters in any order, choose not to get them back at all (the game is finishable with only 3 out of 16 characters joined), but no matter what, you know where the final boss is and can fight him at practically any time. The most rewarding part of this was knowing which characters I wanted even though only having played the game once (rather than doing on the basis of who "looks cool"), and being able to make good decisions about where I wanted to go next. Although it didn't provide as much freedom as say, Fallout, it had a shallower learning curve and was easier to pick up.
Imersion type games are fun, but I don't think any of the them should force you to replay the game in order to win out of ignorance of game mechanics.
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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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No argument here, but in those kind of games you're limited as to what you can do. Tetris is not really "open-ended", you're going to be filing blocks until either you lose or just give up.
I'm not trying to say that either method of play is better than the other. I personally like to skate around in THPS4 just trying combos, not worrying about the goals, or drive around in GTA listening to the radio sometimes.
Open-ended gaming has been the future (well, it's tried to be the future) since SSI started making AD&D games for PC. Didn't really get very far until recently. It's not like it's a new idea.
And I looked, and behold, the pokemon all spontaneously combusted.
Emergent games have been stealing work from good, hard-working American games for too long! We need border restrictions to keep the emergents out of our country!
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