open world (1)

Yora

The Open-World Immersive-Simulation

At this point of the concept creation process of my game, I have organized my various ideas and feature wishlists into a somewhat coherent concept that reflects what I consider the ideal open-world roleplaying game. However, Open-world RPGs have gotten a somewhat stained reputation in recent years, for a number of common features and design decisions that many people are increasingly fed up with, and that are regarded as actively making the games less enjoyable instead of more. I do agree with many of those complaints and the whole reason that I find making an open-world game of my own interesting is that I have a very clear vision of how many of these problems would be very easily fixable. After doing some extensive research on the subject, I've found that the common issues many people are having with Open-World RPGs from the last 10-15 years are not actually about the open-world environment, but about widely adopted gameplay features that actively get in the way of what made the early 3D open-world games from the early- to mid-2000s so compelling and enduringly beloved in the first place. People don't hate open-world games. People hate Ubisoft games. A category in which…

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