I think everyone has noticed this trend – every year there are more and more open-world games. All of them differ in completeness, setting and player freedom. Among them there are both good projects and those that, let’s say, are not for everybody. You don’t have to look long for examples of good games – The Witcher III: Wild Hunt, GTA V, etc.d. An amateur project can be called Middle-earth: Shadow of Mordor. But why are they all loved differently?!?
The situation with GTA is already clear to everyone, because the project is unique in its own way and has been pleasing fans for many years now. The reason lies in the character’s communication with the world around him. In the last part of the game, you might have noticed more than once that passersby were saying something to the character, you could even go up to the passerby and say a couple of affectionate things to him in the manner of one of the characters. This factor is the most important for open world games. The developer can create an interesting plot, attractive locations and a great backstory for the main character, but if he, or others, do not pay attention to him, then this will shake the player’s immersion in the world of the game.
The importance of character communication with others is an integral part of open world games. In this way, the player can “feel” the character, experience with him and be aware of what he has done. Will it be interesting to play if everything that happens around does not affect the character in any way, and he himself does not react to what is happening?!? Remember how people around you talk about Geralt in the same “The Witcher”, they sometimes say things that make you feel offended. This is an example of a good open world game and clearly shows how important the character’s communication with others is. The player simply will not be able to associate himself with the hero and immerse himself in the world if everything is so raw that even ordinary passers-by remain silent when wolves attack the village.
Little things are one of the main things that help the player immerse himself in the world. The ability to search every house, pick up things from the table, or climb out onto the mountain where the traveler will rest. These things fill the game world, they may be useless for the player, but you feel that the world is not empty. A great example is TES. The player is not required to follow the main quest, but can simply go on a journey and will definitely not be bored.
Choice is a thing that is often tacked on for show and does not bring any changes to the plot. How often have we come across answers like: 1.Yes 2.Yes, sure. 3.Undoubtedly. The developers forget that for the player to be involved, the choice must lead to changes in the plot or, at least, in the relationships between the characters. This thing makes the player think and be responsible for his actions. When was the last time you sat for at least a minute at a dialogue (excluding The Witcher III) ?!
Let’s hope that developers will start making more games from the heart, and not for commercial gain. The new Witcher was a breath of fresh air, and soon a new part of Fallout will be released, but how soon will the industry be visited by a project that will not be a continuation of anything and will give gamers hope that games with a good universe, characters and the importance of choice? haven’t forgotten how to do it yet.
Best comments
Not bad remarks, but I’ll add a https://parimatchcasino.co.uk/withdrawal/ little myself:
The development of this layer is not important for the open world. Essentially, “open world” means that the player can choose the direction of movement and the order of passage of places or tasks. It means freedom.
But this layer can influence the sensations of life in this world. And similar details can be found in games that do not have an open world concept. The world’s reaction to the character can be completely tied to the game’s plot (be linear).
Little things are one of the main things that help the player immerse himself in the world. The ability to search every house, pick up things from the table, or climb out onto the mountain where the traveler will rest. These things fill the game world, they may be useless for the player, but you feel that the world is not empty.
I agree about the little things. But I can argue with the example of each house. Why should a player enter a house if there is nothing interesting inside?? Why do we need a hundred empty houses?? To create mass appeal, it is possible. But it is not necessary to enter each of them, because they are not interesting.
Choice is a thing that is often tacked on for show and does not bring any changes to the plot.
And any choice should not be global in nature. The choice changes something, but this something can be a word in a phrase or the life of the main character. The game is always interactive, so essentially the player always has a choice.
— In order for your post to be included in the “Live Broadcast” (people saw it), you need to leave a comment under your creation.
1) The post is published with the date of creation Draft, therefore, before performing such an important action as pressing a button Publications, it is advisable to copy the created creation and create a new draft, where you can place the fruits of your labors.
2) After one update to the site interface, I couldn’t find the menu for a long time Drafts. It turned out that now it can be found along the way Home page of blogs => (Tab) Mine => Drafts.
2) There is a creature here called Pfirst TOcomment. You can read more about it, as well as about the rating, Live Broadcast, achievements, gifts and much more in “Site Help”. In general, the FAQ is also quite a useful thing – use it for your health)).
3) Read the Rules of Communication on SG – someday there may be a check. I’m not kidding.
4) About how to grammatically (or maybe grammatically?) read here.
5) How to format a post – here.
6) Last moderator[4]. Here they complain about people, and then the Gang of Moderators have heart-to-heart talks with these people.
The following is information that is more educational than mandatory:
*) I saw blog posts with the word "Smoking room" in the title and didn’t understand what it was? It’s simple: a smoking room is a place for communication on a variety of topics. As soon as one post accumulates a large number of comments that interfere with its normal loading, the smoking room is reborn in a new post. If you want to chat, express your opinion on any matter, then write to the last of them. Due to frequent updates, I will not leave a specific link here, but if you suddenly get lost, then in the finished smoking room there is always a link to a new one (at the bottom or top of the page).
*) If you suddenly woke up with a desire to get involved in video editing, but don’t know which way to approach Sony Vegas, then Maxim Kulakov will help you with this:
First lesson, Second lesson and Third.
*) Do you want your voice to be heard? Then you’re welcome to SoundForge. Maxim Kulakov will tell you about him again. First lesson (the pictures really promised to live for a long time, but the text remained.), Video supplement to the first lesson (look for the video in the comments).
*) If you are wondering about advertising on the site, then you need to turn your attention towards this and this post.
*) If you want to ask a question to Fen (aka Ivan Loev), then first look for the answer in the second part of the show Fen Answers, in its third episode. and in the fourth. You can also look at this interview (Fen talks a lot about himself there). And if you don’t find it, then write to the last question topic.
*) Analogue from another presenter Leonid Davydov (aka Leonid Davydov). First part and second.
*) And if you are interested in Vasily Galperov, Maxim Solodilov and Dmitry Kungurov, the kingdom of Galperia and the burning of plywood, then take a look here.
*) How could I forget about the history of SG? Of course, it dates back to 2012, but it’s better than nothing at all. Maybe you’ll be the one to continue this archaeological work.
P.S. They wouldn’t put pictures on your post.
I read it with pleasure) In principle, everything is true, but you need to remember that not every open world should ideally be like one another, they all have their own features related to the open world.



