Open world games are the push for everyone since they create a lot of content and activities although they can be pointless fetch quests. A true open world really hurts story telling because you don't know where the gamer is going to go (if you want a story based game).
This Polygon article argues that Bioware needs to stop making open world and just go back and focus on good story telling and let the game be shorter.
"There are also inherent weaknesses that every open-world game possesses. The more quests that clutter a map — navpoints, in Andromeda — the more likely a player is to view these entirely mechanically. I don't think "I'm going in this direction because of the strong narrative pull" so much as "I'm going in this direction because it's the nearest location that lets me clear these quests from my log." That’s not fun, that’s the strategy we use when vacuuming our rug."
http://www.polygon.com/2017/4/18/153...-world-bioware
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