I think open world games can generally be categorized as:1) checklist model (ubisoft, mad max)2) staggered quest model (rockstar, days gone)3) loop-de-loop model (just cause 2/3/4, mafia 3, etc)4) needsaname model (witcher 3, dragon age inquisition)5) bethesda (bethesda)— doc (@docsquiddy) June 21, 2021
I think open world games can generally be categorized as:
1) checklist model (ubisoft, mad max)
2) staggered quest model (rockstar, days gone)
3) loop-de-loop model (just cause 2/3/4, mafia 3, etc)
4) needsaname model (witcher 3, dragon age inquisition)
5) bethesda (bethesda)
we can probably strip this down to there being four models
1) progression thru repetitive/meaningless objectives (take out 5 depots! and 2 trucks! ok now to progress)
2) progression thru following a main quest line (ubi model)
3) progression thru a staggered quest line (gta)
iirc there was a video interview with todd where someone asked what he thought they did well and he was like "oh our reward spacing is really good" or something
bethesda also tends to avoid that sense of like... "oh, i'm shooting 3 blue crates at the enemy base before progressing when fighting this faction, now im shooting 3 red crates when fighting that faction"
like in saints row 4 you had all those dr genki telekinesis minigames, and the games themselves have a fairly rigid ruleset, it's like "this is Specific Event" but in a bethesda game you might have "cave" but every single cave is very different
one commonality you'll find in the loop-de-loop model is that the criticisms are ALWAYS the same: "it's too repetitive"
In the ubisoft model it's "too much to do" (that's not true, players telling you a game is too much are actually just bored)