Rock Paper Shotgun
In the first post for my series on “saving” open world design, I complained that many of today’s open worlds feel like checklists of formulaic tasks and rewards, their geography a vaporous staging ground for itemisable, cycling content-gathering opportunities, which flies in the face of the sense of freedom and wonder they’re supposed to inspire…
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Show less, randomise more: a Cyberpunk 2077 designer on how to stop open worlds feeling exhausting
In the first post for my series on “saving” open world design, I complained that many of today’s open worlds feel like checklists of formulaic tasks and rewards, their geography a vaporous staging ground for itemisable, cycling content-gathering opportunities, which flies in the face of the sense of freedom and wonder they’re supposed to inspire…