SPLICED Magazine Issue 02 Dec/Jan 2014 | Page 163

SPLICED LIFE / ISSUE 02 COLUMN Hey, welcome to 2013, the year of the Open World. That’s right, we’ve seen a slew of great and successful open world titles hit our shelves, not only this year, but for this generation. More powerful consoles meant we could play games like Far Cry, the Batman Arkham series, Saints Row, Crackdown, Skyrim, Assassin’s Creed and GTAV. It’s been a fun ride, one with critically acclaimed games as bumper stickers. This might be a problem. But before you throw your pitchforks into the air, hear me out. Open world titles might soon be experiencing the same wall that First Person Shooters have hit. We’ve polished the tried-and-trusted formula of ‘runcorridor-run-shoot-corridor-run-shoot’ so much so that every major release in this genre seems to be a carbon copy of some other iteration in the same pool. Review scores of these titles are starting to wane (ever so slightly, but wane nonetheless) due to lack of ingenuity and repetition. The novelty has, for the most part, worn off. The same can be said about open world games. Some games benefit from an open world experience, a sense of exploration. Red Dead Redemption would not have been the same without experiencing the sprawling landscape of the Wild West. Or take the sense of majesty, of sheer heroism that Skyrim offers as you clamber up a mountain face to slay a dragon. The openness of the world is a character in the game, it’s an essential part of its lifeblood. But here’s where it gets dangerous: Developers can be all like, “Hey, kids be buying that, we need to make all our games open world.” It’s an inane paint-by-numbers method that corporations follow in order to ruin everything we love. If people are buying GTA V, we need to make all our titles open world. If people are buying Call of Duty, everything must have army camo adorning it. As if these are the defining characteristics of their spirit and success. 04 just the final step in that evolution. It will come to a point where most gameplay will just consist of walking from point A to point B and players will love it. We can see that players have grown accustomed to exploring grand landscapes and collecting a hundred little trinkets along the way. That’s the evolution of gaming right there.” That quote right there, sucks. And it’s already happening. The Crew is possibly the most distinctly unnecessary open world title coming to next gen machines. Racing titles in particular, do not need to be open world, time-wasting-level-traversing-untilI-get-to-a-traffic-light sort of games. Sometimes a guy just wants to race a track. Formula 1 drivers don’t do open world racing, so why must we? It’s similar to making FIFA open world. Who would want that? Sometimes a shooter needs to just be a well told story in corridors with a few challenging puzzles, simply a level-by-level plantation fighting off zombies. Sometimes it’s just got to be open world. But not everything needs to follow suit. Soon games like Halo are going to be open world. And God forbid we get an open world Call of Duty. Actually, that does sound pretty cool. To nail the point home, NDPs head analyst Marshel Cohen said in a report released earlier this year, “The only reason people play games is to become immersed in new environments. Open world is 163