Open-world games are often extremely
successful when compared with more static, linear experiences. When
I've played through a linear singleplayer story campaign in a game
and finished the story, there is seldom any reason for me to go back
and play the game again. Gamers often sell their games back to the
store after solving them. The video game retailer, Gamestop, buys
used games and a large portion of their returned inventory are
singleplayer, linear, story-driven games. Developers have been
figuring out how to keep players engaged long after the story is over
by investing more in the open-world environments and side-quests, but
how is this affecting the stories being told through the game? Pacing
changes a great deal if players are allowed to pursue the story arc
at their leisure—a distracting side-quest here, a few item
collection runs there, and suddenly the urgency of the story fades
from memory. It's interesting how the story can eventually become a
reason to keep playing the game after a player has gotten the
wanderlust out of his system in the open-world. At least, until a new
environment is unlocked through the story—then the story is often
put on hold as the player is off to explore again. Story is crucial
to a game, but locking players into the story without giving them the
freedom to experience the game world on their own terms is starting
to look like a bad game-design choice. What do you think?
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