How Small Open-World Games Feel Big

How Small Open-World Games Feel Big

Lately, I’ve been playing a lot of open-world games

The speaker discusses their experience with open-world games and the distinction between a game being big and feeling big.

Open-World Games: Size vs. Feeling

  • Open-world games can be big in terms of map size, but that doesn't necessarily mean they feel big.
  • The speaker noticed that the bigger the world, the smaller it feels to them.
  • They provide an example of playing Ghost of Tsushima for 25 hours and initially getting lost in the exploration, but eventually sticking to the main quest and making the world feel linear.
  • In contrast, smaller open-world games like A Short Hike create a sense of wonder and immersion despite their shorter playtime.

How do small open-world games feel big?

The speaker explores why small open-world games can still create a sense of grandiosity.

Benefits of Small Open-World Games

  • Smaller games avoid repetition by not needing to fill as much space with content.
  • Repetitive tasks in larger games can become tiresome and less rewarding over time.
  • The sheer volume of side quests and activities in bigger games can be overwhelming, leading players to ignore most of it.
  • Knowing that a game is short encourages players to engage with every aspect and savor the exploration.
  • Smaller maps allow for better familiarity with areas, enabling navigation based on personal knowledge rather than relying on markers.

Movement in small vs. big open-world games

The speaker discusses how movement mechanics contribute to the sense of grandiosity in small open-world games.

Movement Mechanics

  • Bigger open-world games often prioritize realism in movement mechanics, resulting in walking or riding vehicles as primary means of travel.
  • Smaller titles experiment more with movement mechanics, such as A Short Hike's focus on vertical movement and The Pathless' dash meter system.
  • Unique movement mechanics in smaller games complement the design of the world and make traversal more interesting.

Conclusion

The speaker concludes by highlighting the difference in exploration experience between small and big open-world games.

Exploration Experience

  • Smaller games encourage continued exploration, while bigger ones tend to funnel players down a linear path.
  • Smaller games leave a lasting sense of excitement and discovery, whereas longer games can become tiring due to repetitive gameplay loops.
  • While being small doesn't guarantee a game will feel big, it provides a solid framework for creating a sense of grandiosity.
  • More work needs to be done to fully achieve a feeling of bigness in small open-world games.

New Section

This section discusses how certain game design elements can make a game world feel bigger without unnecessarily extending its length.

Making the World Feel Bigger

  • Areas spread across the map without padding out the game to be longer than necessary.
  • The player character's fast movement allows for quick traversal between places, but the world still feels massive due to its vastness.
  • Bowser's Fury employs a similar approach with various zones on different islands that can be explored by jumping on Plessie.

Adding Conflict and Challenges

  • Both Bowser's Fury and The Pathless incorporate conflict to make their worlds feel bigger.
  • In Bowser's Fury, Bowser periodically appears to attack Mario, adding an additional challenge for players.
  • The Pathless features a red cloud that constantly moves across the world, forcing players to sneak around and avoid being spotted by the boss.

Retreading Familiar Ground in Unique Ways

  • Both games recontextualize their worlds by providing new ways for players to interact with them.
  • Despite using the same space, these new lenses create a sense of uniqueness and expand the perceived size of the world.

Balancing Length and Engagement

  • These systems may become annoying in longer games, but they work well in shorter experiences like The Pathless and Bowser's Fury.
  • Alba recontextualizes its world through events happening on different days, keeping players engaged without making it tedious.

Maximizing Mechanics in Open World Games

  • A game world feeling big is more about how space is used rather than its actual size.
  • Meaningful interactions and exploration, rather than padding or time-wasting elements, contribute to a game world feeling big.

Leaving Players Wanting More

  • While some may prefer longer games, leaving players wanting more can be a positive outcome.
  • The constant push for bigger open-world games by AAA publishers doesn't always encourage meaningful exploration.
  • Tight open-world experiences like Bowser's Fury that maximize mechanics can provide engaging gameplay without sacrificing quality.

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Video description

Go to https://expressvpn.com/razbuten and find out how you can get 3 months of ExpressVPN free! I've been playing a lot of short open-world games, and despite them only taking a couple hours to beat, there is something about a lot of them that just feels massive. For me, they embody a sense of discovery and exploration more effectively than some titles that are 10 times longer, and I wanted to spend some looking into why that might be. So, this is how small open-world games feel big. Twitch: https://www.twitch.tv/razbuten Patreon: https://www.patreon.com/razbuten Discord: https://discord.gg/rfawkHa Twitter: https://twitter.com/theRazbuten Edited by Isaac Holland: https://twitter.com/DrazGames Thumbnail by HotCyder: https://twitter.com/HotCyder Additional Music and Sound Effects by Epidemic Sound: http://epidemicsound.com/creator Special thanks to honorary bagbuten Elfinrez. #openworld #shortgames #smallworlds