Is Open-Ended Gaming The Future? 76
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."
been there done that, in a word... (Score:5, Insightful)
thanksyouverymuch
CJC
Re:been there done that, in a word... (Score:2)
Elite was pretty open-ended indeed...but (in some versions at least) it was pretty difficult to find the story that was in there, and to stay on it once you found it.
Frontier was even more interesting. I'm amazed they were able to generate that kind of Universe from a 1.4 floppy...but they overdid the realism. Yes, space travel would be all intertial, with combat done from miles and miles away, but that's not neccesarily what I want to play...
Some almost completely scripted games like Wing Command
Re:been there done that, in a word... (Score:2)
Indeed. SunDog [bfwa.com] as well.
Give me closed gaming any day (Score:4, Insightful)
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.
Re:Give me closed gaming any day (Score:1)
Re:Give me closed gaming any day (Score:2, Insightful)
personally,i loved morrowind. after a while it can get boring, but thats really only once youve done a majority of guild quests (to such a point that starting a new character means that youll redo a couple dozen quests you had done already)
morrowind needs some work, its all scripted and set up, but very open ended. The combat is a tad weak as well and certainly could have been better. af
Re:Give me closed gaming any day (Score:2, Informative)
Re:Give me closed gaming any day (Score:1)
Re:Give me closed gaming any day (Score:2, Informative)
Re:Give me closed gaming any day (Score:5, Insightful)
So you'd rather have a well made game than a badly made one. That should be obvious, not insightful.
The question is would you rather have a well made closed game, or a well made open-ended game. Which in itself is a poor question because it really doesn't matter. Certain games, like GTA or an RPG, lend themselves to being more open ended. Other games, platformers, etc., do not. There are plusses and minuses of both, and both rely on personal preference.
Re:Give me closed gaming any day (Score:1)
I'd prefer the rails be clearly labeled, and to just get on with the fun.
Most games (Score:4, Insightful)
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.
Re:Most games (Score:3, Insightful)
Just because you remove a resolution doesn't mean that you remove a "goal". Goals can be self-defined by the player, defined to fit their gaming habits. Sim City does not have any definite goal. There's no way to "win" the game. You just set your own destination and see if you can get to it; or you just play around hoping to see where it will get you. Some might argue that SimCity is not a "game" per say, but this idea of s
We agree. (Score:3, Interesting)
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.
Re:We agree. (Score:1)
granted, its more entertaining then any real readio program, i still think you should go outside...right now. just dont shoot anyone ok? ...
Time will tell? (Score:2)
Personally I liked closed-ended stories since they -usually- have more depth than open-ended games. And depth, to me, does not mean X character is cool because he can drive a tank after being shot repeatedly with machine guns.
Just had a funny thought. (Score:2)
Dragon's Lair
Re:Give me closed gaming any day (Score:3, Insightful)
I like both kinds of games, but the open-ended ones stay with me much longer. I still play SimCity 2000 to this day, yea, even though it requires Classic to boot.
Like all things... (Score:1, Insightful)
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?
how wonderful - merge A and B! (Score:5, Insightful)
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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Re:how wonderful - merge A and B! (Score:2)
Re:how wonderful - merge A and B! (Score:5, Interesting)
People start up a new game and want to know what they should be doing. Exploration may come a little further into the game, as they become bored with a particular task or as they learn the controls and see what else there is around them. However, if there isn't a story or an explanation, the first thing they'll say is 'now what?', and some may be turned off by not having a defined goal that they can accomplish easily at the start to get them familiar with the mechanics.
All of this being said, I appreciate linear games for different reasons from the more open-ended games. A well-told story and/or a challenging game can make up for the loss of freedom in the game. I also see a large difference between say KOTOR and GTA3 in terms of the open-ended experience. KOTOR usually feels like it's on rails when I play through it, even though I can do things differently that will change the story. GTA3, on the other hand, tends to feel wide open in terms of gameplay, but the story tends to feel constrained at certain points (ie eventually you do have to complete this racing mission to move on, even though there are other missions you can complete right now). The gameplay in one feels more scripted even though I have a lot of options, while GTA3 just loops through it's reality until you get around to completing the missions. Then again, maybe that's just because of the way I play the two games: I tend to get bored with the missions in GTA and start amusing myself by interacting with the world, whereas in KOTOR I tend to work harder at completing the missions at hand, and only spend a lot of time wandering around when it's central to completing one of those missions (on a side-note, I have noticed that a couple of missions have endings that aren't handled very well by the game, ie people act like they're still waiting for you to find people you've already found, even though they took part in the final portion of the mission).
Games that are more open in their story can be more rewarding for people that play through a game multiple times. On the other hand, a more linear game can add richness to the story that currently isn't found in many open-ended games. Also, there's something to be said for seeing the conclusion of a story well-told (though even many of the open-ended games have endings).
For infinite replayability I tend more towards multiplayer games anyway, because players are less predictable and there's almost always somewhere to improve your skills. At the same time, this usually provides little story, and sometimes that's all I want when I sit down to play a game. Even a game that is little more than an interactive movie can at least allow me to suspend disbelief and allow me to occasionally feel like I am pushing the story forward, which a normal movie rarely (if ever) can do.
That's all swell, but... (Score:1)
Quite simply no... (Score:1)
What's the big deal? (Score:2, Interesting)
Thank you, thank you, thank you! Come on! Nethack and Rogue weren't even mentioned in the article,
Re:What's the big deal? (Score:2, Insightful)
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
Re:What's the big deal? (Score:2)
Plus, you could see like further than 30 yards in front of your car, which definately added to the gameplay...
Re:What's the big deal? (Score:1)
GTA3 had missions with time-limits as well. Right at the beginning of the game, you have to plant a bomb in that guy's car before he finishes lunch. vslashg has the right idea; GTA1 and 3 are so very similar. Activate 3's ove
Re:What's the big deal? (Score:1)
Re:What's the big deal? (Score:2)
It has more to do with the platform. When GTA1 came out on the PC, not a lot of people knew about it and there wasn't any type of ad campaign (that I remember). I don't think people got into GTA3 strictly becaus
Re:What's the big deal? (Score:2)
One could argue that the best gaming is text gaming, because you have to use your imagination for everything. 3D gaming gives you a lot so you don't have to use as much imagination. 2D just gives you less to work with, and you can't really "imagine" up the difference.
Sorry if that rambling didn't make sense, where's my coffe
Re:What's the big deal? (Score:2)
It was at the time though, since no one else made a "free" game like that where you could go around on a crime spree. I think comparing GTA 1 to text adventures is a bit of a stretch.
Orson Scott Card anyone? (Score:3, Interesting)
(i would provide a link to the book, but i think everyone on
Re:Orson Scott Card anyone? (Score:1)
Prime Example missed: Morrowwind (Score:3, Insightful)
Re:Prime Example missed: Morrowwind (Score:1)
Give me closed gaming (Score:1)
Sure the sandboxes have a cool novelty but it gets old fast. You really need balance...you shouldn't pick one or the other. Also, as stated above some where computers just aren't ready to do open-ended properly. Once you play GTA3 or what have you for a few hours you find it's not so open-ended. Sure there are a bunch of streets to pick to drive down when doing a mission, but you still have to adapt to and get to know that games rules
Anyone Play Zelda? (Score:3, Insightful)
Re:Anyone Play Zelda? (Score:3, Interesting)
GTA3 and GTA:VC do a better job at making it feel like you're just a maniac in a city that pretty much has its own agenda. It's not like it tries to model a virtual economy or anything (and it does have that irritating habit of disappering and appearing things when your back is turned) but it
It will finally fill the gap if happens well.... (Score:2)
Open Ending Game will finally bridge that gap between the fluidness you get from pen and paper rpgs, and computer gaming. Why should a game stop at a linear path? Isn't part of the appeal for games is the continued use of the game?
Imagine if you had a character for a game you've used for the past five years. That ch
Good scripted games (Score:3, Insightful)
On the other hand, I loved Unreal Tournament human-vs-human. No scripts at all, tons o' fun.
Room for both genres, I say!
"Emergent Gameplay" is a stupid term. (Score:3, Insightful)
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.
Re:"Emergent Gameplay" is a stupid term. (Score:2)
"Emergent" has already been described 4 different ways to me.
Re:"Emergent Gameplay" is a stupid term. (Score:1)
It's where elements of the game combine to make something that was unexpected by the designer. Things such as ripping up a card to scatter over the table because the card says that if any piece of it touches another card, that card is buried. Or using a card's ability to "untap" a card on itself, as adding a second card makes doing so advantageous. Some of these techniques, when discovered, are banned by the designers. If tha
Re:"Emergent Gameplay" is a stupid term. (Score:2)
Back to your post, though...your example is of the Sims, and how people didn'
Re:"Emergent Gameplay" is a stupid term. (Score:1)
In a word, yes. That's what game designers are talking about when they look for and deal with "emergent strategies" -- try as they might to create a fair, even environment, sometimes some paths toward a goal are easier than others. Even if a strategy would seem to be counter-intuitive, flaws in the game allow it to succeed. That's an "emergent strategy."
In a game which has no obvious strategies or
I think this might interest you... (Score:2, Informative)
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
People and imaginations (Score:2)
I'll take a combo (Score:4, Informative)
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.
Open Ended, Linear... (Score:2, Insightful)
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 tru
Re:stupid questions (Score:1)
Open ended gaming is not the future... (Score:2)
emergent? (Score:1)
The character has l
Re:emergent? (Score:1)
Like in Deus Ex where one could (because of the flexibility of the engine) walk up to a pool table and actually play pool on it. or equally one could bat the balls around on the floor and try to hit people with them.
A better example would be Half Life 2, where most of the environment can be moved around. I read an example somewhere of the player being chased by 2 soldiers at one point, and fled into a building, closed the door, and bloc
Re:emergent? (Score:2)
Open ended games... (Score:1)
Games are about winning.
That's the problem with open ended games - there's little adrenaline and they become tedious.
Re:Open ended games... (Score:1)
Self-important Game Designers (Score:1)
Until designers stop trying to tell stories and allow the player to experience them instead we're going to keep getting crap like Enter the Matrix where the payoff is watching a short prerendered 3d film.
Re:The Killer App (Score:2)
A Tale in the Desert [atitd.com] comes to mind...
Open ended? (Score:2)
Morrowind
Re:Open ended? (Score:1)
Morrowind
And some people found it really, really boring.
Re:Open ended? (Score:2)
I mean, sure you can kill every living thing in the world, and sure you can carry this level of anti-social behavior to the point of actually creating a condition in which you can no longer "solve" the game, but can you really arrive at another outcome? You either save the world, or you don't. There isn't an alternate scenario that you become the mad overlord supreame or anything (at least i never got that) Open ended should mean more than just "do the mapped out story line at your own pace r
Wrong Question. (Score:1)
We live in a world where the market is large enough that you can make a game that doesn't appeal to everyone. In fac
Duh (Score:2, Informative)
Let's let Marc Lairdlaw Take The Stage (Score:1)
I'm reminded of an interview that PlanetHalfLife did with Marc Lairdlaw a little while back. Marc is the writer for Half-Life, and Half-Life 2. I'll let him say it since he knows says it better than I ever could.
"Branching storylines are part of an unholy grail of open-ended interactive story design which I have little interest in pursuing. I'm told that The Way of the Samurai does a fine job with a branching storyline that differs each time you play it, depend
Isolationist Console (Score:2, Funny)
well both are certainly welcome (Score:1)
Too bad he got it wrong... (Score:2)
You can't write emergent behavior into a game. By definition, emergent behavior is behavior that is *not* coded anywhere. All you can do is w