When does a game become too open-ended?

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Covenant
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Post by Covenant »

Ryushikaze wrote:The problem with open ended games isn't the size of the world, it's not having enough to do. This is particularly a problem in late game GTA VC and SA, especially so in the latter, since you have such a disproportionate load of mission in Los Santos and San Fiero, but very little in the badlands and desert comparitavely.
I agree with most of the comments, but this one in particular. I love open-ended games in that they allow me to choose the tempo and pacing of the game, so that my decisions actually do make something happen directly as a result of my actions... but sometimes there's just not enough things to do!

Like, a sidequest isn't an open-ended game, it's just a game where there's stuff to do on the side of the main path. Sidequests are diversions from a linear path, not a way around it. A better example would be a tree structure, where there's 100 different ways to end the game, and based on what you do you move down those paths. But even then it's not completely open ended.

One of the games I felt had a more interesting ending style was Disgaea, despite the fact it was a lighthearted strategy game that was not exactly hard to beat. There were several endings, and not just versions of the same ending--there were completely different ones. Some where I complete the story as it was set out, of course, but others where instead of even settling the main thrust of the plot I went off an invaded Earth instead, and crushed it's planetary defense space navy forces. Or invaded another dimension. That's an interesting take on it--and imagine if we applied a system like that to Morrowind for example.

Instead of playing the game as usual, to the end with the last boss, you could take harder routes and accomplish bigger tasks. Morrowind felt too open in that there was an awful lot to do but very little of it was actually important. There is a different between sand in a sandbox and sand in a beach. If my running around is really just for nothing, why do it? If the only thing that gets me ahead is the main story, that's sad.

I'd rather that instead of a story they gave us historically noteworthy events. Instead of needing to do A to B to C, as if we're replaying a history book written in the future, I'd like the option to do things of my choosing in a more global sense. In a wargame, I choose where to fight my battles. Why does this have to be different in an RPG? Also, what's so wrong with failing? What if in my mission to stop the Dark Elemenstor from toppling Fuggleheim Castle, I just can't do it? What if there's 4 Armies of Darkness running around -- in realtime -- and I choose where I go?

So the game counter times it out. At day 30, the Army of Dark Fire will be at location X. At day 60, it will have reached Y. If I choose to go harass that army, I can do so in whatever manner I please. They have a counter that also lists out that there are 10,000 Beastmen troops, 1000 officers, 5 Commanders and the Dark Fire Lord himself. I can attack them head on, or pick them apart, or run to the towns to help them evacuate--fighting off foreward elements of the army as I do so--and then run some quests to upgrade the defenses of Fuggleheim Castle so that when the army gets there it's a Helm's Deep battle instead of a massacre.

So my actions, instead of being the only actions that matter, and only at very specific things, are actually open-ended. While I'm attacking patrols of the Dark Fire lord and helping the people arm themselves, three other armies are marching forwards unopposed. If I focus on one city, the others may fall. It takes me a certain amount of time to get from one city to the other, so even if my Sword of Uberness lets me get in there ahead of time and slay the Fire Lord before he reaches the castle, I may not get to the next city in time to stop the attack, and I'll get there mid-siege.

Anyway, that's what I think. Give me a real control over what happens! Fallout's not open ended in the slightest. I can't just decide to become a crimelord and win the game, I gotta save my Vault, and that takes me through the same paths as before. I can just do them differently. It's still a linear game, it's just linear with 4 lanes. It's like saying a Highway is open-ended because I can slow down or speed up or take a sidequest to McDonalds and get something to eat on the road.
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The Grim Squeaker
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Post by The Grim Squeaker »

ThatGuyFromThatPlace wrote:I can't believe we have a thread on Open Ended games and no one has mentioned Fallout yet! Talk abiut open-ended fallout and fallout 2 have all you could ask for wihtout getting boring ad while keeping you motivated to complete the main quest.
Except that this is about games that were Too open ended, Fallout 1/2 were just right (Though the time limit sucked, but continuing the main plot wasn't hard to continue)
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Post by Stark »

Pick wrote:To be fair, a lot of the complaints about being able to level your character too quickly and get weapons that were too good early on in Morrowind would only be known to you if you'd played the game before or you had looked at a strategy guide. I mean, how would you know "what skills to pick" just by looking at the start-up screen? :P
I had played Daggerfall, so I knew how the Elder Scrolls levelling system worked. My first Morrowind character was one of those 'pick 10 skills that level quickly' characters. :)

The Fallout timelimit sucked? That's hilarious. Don't tell me, you couldn't finish SC2 in the time either? :) I suck at adventure games (I hate puzzles) and I found the Fallout limit ridiculously long.
Big Orange wrote:Also, what's so wrong with failing? What if in my mission to stop the Dark Elemenstor from toppling Fuggleheim Castle, I just can't do it?
Shhhh! You want to play through the Linear Story written by Bad Authors! You want to experience the wonderful canned script, not create your own experience with decisions and consequences!

Just because XCOM let you ignore things (I hated terror sites, usually ignored them) and *live with the consequences* doesn't mean games should accomodate more than one end condition. Just play the mission over and over until you get it! :roll:
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Post by Covenant »

Big Orange wrote:Shhhh! You want to play through the Linear Story written by Bad Authors! You want to experience the wonderful canned script, not create your own experience with decisions and consequences!

Just because XCOM let you ignore things (I hated terror sites, usually ignored them) and *live with the consequences* doesn't mean games should accomodate more than one end condition. Just play the mission over and over until you get it! :roll:
Damn, you're right. It's so much more fun trying to grit my teeth through my character's bad decisions! There's nothing more engaging than a role playing game or some other type of game where I'm forced to bang my head against the wall until final victory is miiiine. :D

Hehe. I agree, terror sites sucked. I liked that if I did well in other areas, I could avoid them. Also, losses were something you just had to suck up at times. Over at another forum I was in a thing where you did Ironman games of X-Com--no saves in combat, no reloading out of combat, and you have to deal with the ill effects of enemy molestations of your base and everything as they happen. If a base gets taken out, oh well! Live with it and move on.

It's really fun that way--X-COM for example really let you not have to worry so much. Newbie soldiers weren't so bad, I'd just pick and choose the recruits I liked, fire the rest, and build my squad from there. Bases could be rebuilt. By the time you're in that pickle, you have enough cash. And the last mission wasn't too bad--and you could win it without having a spotless record.

A lot of times there's no fun in losing missions. Why sould I accept my 'losing track' missions if I could redo the one I lost on and get back into the winner's circle? They should encourage gameplayers to accept loss though, and make it so loss isn't about skill, but situations. If it's about me needing to play better, I can redo it until I win. But if I only have X amount of resources, and X isn't good enough for 100 percent victory, let people know that partial successes are still successes.

I'd even go so far as to reward people who lose. Make retreating more than just keeping your forces, and beneficial in some way. You cede the spoils of victory, and lose some morale, but gain in something else. And not losing as in playing badly, but as in not being able to always pull out the heroic win against a million odds. Victory conditions like "hold back the enemy" are good.

And on the flipside, remove forced loss scenarios where I'm clearly able to win, but the game says "lolz you lose" or whatever.
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Post by Stark »

Most games don't even provide a failure condition - in many RPGs, it's literally *impossible* to fail a mission once it's accepted. If there is ever an interesting conflict - like two needs pulling you in different directions, or a clue that leads you far away from the area of conflict, of an *obvious traitor* that you'd like to *just kill now*, it's always written in to the script. You don't have to deal with difficult decisions - and let's face it, we know why.

People hate it. People WANT linear, hold-your-hand, turn-the-page-like-a-book games. People hate SC2 because if you fuck around and waste time exploring when you should be building an army, you die. DEATH didn't like the timelimit in Fallout: it's generous, but he doesn't want to deal with the pressure of staying focussed on his goal. He wants typical Baldurs Gate 'freedom', where he knows nothing will ever, ever happen unless he's there completing a mission objective. It seems to me that the games I would like, where I'm put in the position of a character and I have to make appropriate decisions with consequences and varying degrees of success aren't the games most people would want.

King of Dragon Pass does that. You rule a Bronze Age tribe, and you can do whatever you want all the time. There are always tradeoffs, it's a fine balancing act between what you want to do and what you can do, and at the same time it's very hard to fuck up enough to be unrecoverable. You could even get rid of troublesome councilmembers by sending them on a deliberately fatal quest. Ah well. :)
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Post by Ravencrow »

Pick wrote:To be fair, a lot of the complaints about being able to level your character too quickly and get weapons that were too good early on in Morrowind would only be known to you if you'd played the game before or you had looked at a strategy guide. I mean, how would you know "what skills to pick" just by looking at the start-up screen? :P

See, when I played Morrowind, I was a dumbfuck and just believed the ability descriptions! I'm a moron!
You might be right about challange for a complete newb (but who is nowadays?) because I only really got into it on a second try, but getting too powerful weapons at the beginning is still a valid complaint, since I got that poison dagger without specifically looking for it and was surprised at how effective it was. It didn't take a lot to figure out that being able to combine any spell on a ring can make a uber character.
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