Let's discuss Open World and how we want it done.
It occurred to me that many games tried to make an RPG with Open World but none fully succeed in merging all the elements. Really none. One or another aspect failed.
With Elder Scrolls it was pretty much everything except for the Graphics and Lore.
With games like Dragon Age or Mass Effect (1&2) it was the not-so-open world setting (I am not even sure it's right to call them "Open World", even though you can travel anywhere at any time)
Now there is one game that in my opinion stands out: Kingdoms of Amaleur: Reckoning. This game, in my opinion, was the most successful in terms of creating an Open World RPG. And it is the ONLY game where the elements of Story-based RPG are properly tied into the open world.
That game did a rather terrible job at main story and main characters, but oh my god, how great was it’s Open World. I never felt so involved with some forgotten village in the middle of nowhere and an old man there who lost his daughter and asks you to bring her back. It’s still beyond me how they managed to make all these locations and completely unimportant side-characters so interesting and engaging.
When I go around Amaleur and meet some characters I usually scroll down and press of the character's name. Because in that game, that completely unimportant NPC in the middle of nowhere, who isn't mentioned anywhere else in the game, has no impact on the world, other characters or anything at all, is interesting to me. That NPC has a story, problems that are believable and logical, personality. That NPC is a character.
Then when I arrive to some village in another place, I talk to characters in it and ask about that village. There's always a story. It is always interesting, believable and lifelike. And none are ever the same. And what's best? I can play a role in it. And that role won't be in my journal alone. People of the village will react to my actions. They will really care and they will react differently based on their personalities. When I play Reckoning, I feel like I live in that world, and that is something no other Open World game has managed to evoke in me yet.
That kind of fusion Reckoning managed to do really redefined my perception of open world games forever. Any time I play an Open World game I compare it to Reckoning.
The aspects of the game I think are responsible for this kind of impression are character's responsiveness to your actions, believable responsiveness. If I help a village in the forest in it's disease issues, the characters there will thank me, but a guard in Klurikon won't mention it. If I join a famous Order of Mercenaries, guards and soldiers everywhere will recognise it, but civilians never will. When I end the war, everyone close to the front will recognise it, but if I come further to the flank, people might not even notice it.
I wholeheartedly recommend the devs at CDPR to play Reckoning thoroughly and note it's breakthroughs in Open World presentation. As much as the combat was used for marketing of that game, for me it has always been merely an icing on the cake of Open World. And both of it's DLC were amazing in how they always fixed the issues with main storyline by delivering 2 great storylines with really nice characters, something the main story of Reckoning didn't have.
There are a lot of lessons to be learned from Big Huge and 38Studios and Koa: Reckoning, but I really want to also know:
What is your favourite Open World and why?
It occurred to me that many games tried to make an RPG with Open World but none fully succeed in merging all the elements. Really none. One or another aspect failed.
With Elder Scrolls it was pretty much everything except for the Graphics and Lore.
With games like Dragon Age or Mass Effect (1&2) it was the not-so-open world setting (I am not even sure it's right to call them "Open World", even though you can travel anywhere at any time)
Now there is one game that in my opinion stands out: Kingdoms of Amaleur: Reckoning. This game, in my opinion, was the most successful in terms of creating an Open World RPG. And it is the ONLY game where the elements of Story-based RPG are properly tied into the open world.
That game did a rather terrible job at main story and main characters, but oh my god, how great was it’s Open World. I never felt so involved with some forgotten village in the middle of nowhere and an old man there who lost his daughter and asks you to bring her back. It’s still beyond me how they managed to make all these locations and completely unimportant side-characters so interesting and engaging.
When I go around Amaleur and meet some characters I usually scroll down and press of the character's name. Because in that game, that completely unimportant NPC in the middle of nowhere, who isn't mentioned anywhere else in the game, has no impact on the world, other characters or anything at all, is interesting to me. That NPC has a story, problems that are believable and logical, personality. That NPC is a character.
Then when I arrive to some village in another place, I talk to characters in it and ask about that village. There's always a story. It is always interesting, believable and lifelike. And none are ever the same. And what's best? I can play a role in it. And that role won't be in my journal alone. People of the village will react to my actions. They will really care and they will react differently based on their personalities. When I play Reckoning, I feel like I live in that world, and that is something no other Open World game has managed to evoke in me yet.
That kind of fusion Reckoning managed to do really redefined my perception of open world games forever. Any time I play an Open World game I compare it to Reckoning.
The aspects of the game I think are responsible for this kind of impression are character's responsiveness to your actions, believable responsiveness. If I help a village in the forest in it's disease issues, the characters there will thank me, but a guard in Klurikon won't mention it. If I join a famous Order of Mercenaries, guards and soldiers everywhere will recognise it, but civilians never will. When I end the war, everyone close to the front will recognise it, but if I come further to the flank, people might not even notice it.
I wholeheartedly recommend the devs at CDPR to play Reckoning thoroughly and note it's breakthroughs in Open World presentation. As much as the combat was used for marketing of that game, for me it has always been merely an icing on the cake of Open World. And both of it's DLC were amazing in how they always fixed the issues with main storyline by delivering 2 great storylines with really nice characters, something the main story of Reckoning didn't have.
There are a lot of lessons to be learned from Big Huge and 38Studios and Koa: Reckoning, but I really want to also know:
What is your favourite Open World and why?


