I'm currently playing through Nioh and find myself in love with its mission structure with explorable areas, as opposed to Dark Souls's loosely connected, sprawling open world. Don't get me wrong, both have good qualities, but with Nioh I don't feel like I'm always missing another way to go that I should've remembered for later. Instead I can say to myself "lets sit down and play one mission" and when it's done I know I'm done.
In the scheme of things, Dark Souls is a very unique, mostly good example of a modern open world. It's linear enough to be focused and only really falters when discovering where to go next feels like a chore (or a Google search). It also helps that Dark Souls gameplay is top notch.
The open world that I've grown to hate is the "here's an expansive open area, the main quest just happens to exist in it and everything else is filler" variety. These are your Assassin's Creeds, Watchdogs, really anything by Ubisoft. A few developers pull it off and these are the developers that spend the better part of a decade making sure their games avoid this artifice (Rockstar, CD Project Red, Bethesda).
It's this reason that Horizon: Zero Dawn remains off of my buy list. The world is beautiful and the concept is cool, but the same could be said about Assassin's Creed. Once you get past the world and concept of Assassin's Creed, you have a paper thin story, meaningless collectibles, copy and paste sidequests and never a good enough reason for the game to be open world at all. This is why when I see Horizon: Zero Dawn gameplay and it involves getting collectibles off the map and fighting the same enemies along the way, I feel the same boredom already setting in.
The difference between a good open world game and a bad one is the side elements receive just as much care as the main elements, and I'm not getting that vibe yet. The reason I'm loving the mission structure of Nioh is because it recognizes this dynamic, and smartly sidelines its side content to going back to areas later, therefore when you're exploring the area the first time you don't get distracted by every little thing you could do over here and over there.
When giving Assassin's Creed Black Flag a chance, I found myself stopping to grab every treasure just because. The items in the chests weren't special, the locations of the chests weren't puzzling, they just were there. But the main story was tailing missions and a series of tutorials for the meaningless side events, and I felt obligated to do this scattered busywork along the way because it was better than that. I stopped playing once I realized I was doing this.
It's like these games build themselves backwards. Building a world and the base gameplay, but then they're nearing their deadline and they leave it at that. In GTA V races and golfing and hunting don't feel like after thoughts and that's why its world feels so satisfyingly alive.
I've yet to see anything from Horizon: Zero Dawn that communicates it isn't yet another "Ubisoft open world". I really would love it to prove me wrong.
What do you think?
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