Open World Game Design


This past week we’ve seen two ‘open world’ AAA titles launch, with both Horizon Zero Dawn and Zelda: Breath of the Wild. Open world games have had a surge in popularity in the past few years, so we want to ask you “What makes a ‘good’ open world game?”

Where do you think open world games succeed? Where have you seen them fall flat? What are some of the user pain points you’ve discovered in these games?

Enjoy some food for thought!
Insights from Todd Howard (Bethesda) | Q&A with CD Projekt Red Quest Designers Pawel Sasko & Mateusz Tomaszkiewicz


(To see past discussions, go to this index thread)

Fun topic! But why isn’t it posted in the Game Design forum? It seems spot-on for that forum to me…

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Non linear gameplay?
Resource gathering solely for crafting purposes and crafting in general is getting a little tiring imo.
Anybody have a good recent example of crafting done well in an open world game?

I’m bustin butt on a tiny puzzler - I can’t imagine developing an open world game - at this time.
If I was doing game dev full time and had an army of devs at my disposal - maybe -

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In the first 6 seconds of meeting someone you already have a good idea of their personality. I feel like this has a similar impact on games, but in this case, an open world game. All the games I really enjoy playing are games that capture my curiosity/attention from the start.

A great open world game makes you “feel” like you are actually in the world. It has a living environment that tells a story. It has depth. A place that enables your mind to run free; where you can discover and explore.

I think where open world games fall flat is when they try to be too much like another game. You can’t re-create a first time experience for gamers. It just doesn’t happen. Companies constantly threw out games with systems similar to World of Warcraft. Some of them did okay, but World of Warcraft still stands at the top, and those others are fading away.

It’s hard for me to watch companies dump millions of dollars and thousands of hours into these open world games, but most don’t even come close to what people really want. We want another mind-blowing first-time experience, with features we’ve never seen before. We want endless discoveries, unique system’s and terrain. And finally, we want a well-written story that connects all these pieces together.

Open world games were dead for years. Seeing Horizon, and Zelda, Witcher 3, really gives me hope for this genre. I’m excited to see what comes of this.

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I think this is a really good insight.

On the other hand, there are lots of first-person shooters doing much better than Quake. So, I think it depends.

To make that Quake reference more on-topic: a game like that wouldn’t be fun as an open-world game, because the players would spread out too much and not encounter each other. I’m not sure open-world works for multiplayer competitive games. They work great for single-player or co-op games, though, because it doesn’t matter if you wander off… if it’s designed properly, there will always be content for you to interact with.

Best open worlds are those that are enjoyable to explore. Things like repeating the same structures or topography over and over feel bland and not fun. It takes a lot of work to create a truly interesting large open world.

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Warning: this will be very, very long. I am fascinated by and a huge fan of the concept of open-world games.

Excellent, excellent talk which probably influences a few of my views:

In my opinion, open-world games are the zenith of video games–at least video games that try to tell a cohesive story and put you “in” a world. Everything outside of the main story itself serves to reinforce the fiction of the world, and gives the story (main and side stories) that much more impact.

I think the first “open-world” type game I ever played was American McGee Presents Scrapland. Wall o’ text about a game I love

fantastic quirky and funny story about a naïve robot in a very cynical world. From just about the beginning of the game you were open to do whatever you wanted. There wasn’t a whole lot to do, but what was there was fun. You had around 6 or so different public venues you could go in (the police station, the newspaper office, the town hall, etc.) and four different “outside” districts connecting all of them. You traveled outside by spaceships. There were maybe a dozen or two different types, but they were all modular–engines, weapons, and hull were all separate components and could be mixed-matched as one chose.

It handled death one of the best ways I’ve seen in a game: you were a robot, so they uploaded your “mind” to a big computer (they called it “The Great Database,” and it was controlled by “Bishops” who had a penchant for…creating work) and thus you could respawn, as long as you had the money and the “lives.” If you didn’t, you woke up in jail, where you could escape.

Apart from your character, there were maybe a dozen different archetypes, as well as around half a dozen other unique characters. Each character had a special ability: Staplers had a double jump, Nurses could bash someone over the head with a hammer, “functionaries” could speed up time, and your character could “dash” through any other character(destroying them).

The main thing that got me though, was the fact that the game world was so alive. Outside there were dozens of ships zipping about. Bankers and cops darting about shooting each other. Smaller generic ships following “paths” or roads through the city. And inside, it was the same way. Dozens of characters in a building. And each one could act out their ability at will. Small cops would go up to someone and demand money. If the character refused, the cop would turn into a giant cop and start shooting at them. Other nearby cops would pick up the scent and you’d have these massive shootouts in the middle of a public space, with bystanders getting vaporized.

It was a small world compared to many games out today. But the…I can’t think of the word, but the “ability to act independently” of the agents was something that isn’t replicated in most open worlds today. A bandit in The Witcher will never spontaneously attack a nonviolent citizen NPC. Bethesda games have NPC schedules, but there’s no variability. In Scrapland, you truly didn’t know if the banker across the room was going to steal money from a bishop, who would then attack the banker with his laser weapon, who would then be attacked by the police, who would then be attacked by other bankers nearby…I can’t recommend this game enough, if that isn’t obvious.

My next experience with an open world was Oblivion. And as much as I loved Scrapland, and consider it a game ahead of its time, Oblivion opened my eyes to the potential of a video game world to be a “real” place. Just the feeling of walking along a road in the middle of nowhere, and gradually seeing a city appear, that you could approach and then go into. It was just an incredible experience, and it made the world feel far more real than almost any game where you jump between random locations all the time.

I remember one time I was walking along the road (I think it was near Skingrad) in the middle of the night. I encountered the Count of Skingrad. Now, I don’t remember exactly how I knew this (I think it was the Dark Brotherhood questline), but I knew he was a vampire. Immediately I got a very uneasy feeling, suspicious of his nightly prowl. I don’t recall what happened afterwards ( I don’t think he did anything special), but by encountering this character in a different context, and then in the open world, I was able to experience something “immersively” that would never happen in a paint-by-numbers linear game.

More recent open-world games (outside of Bethesda experiences) have been more…shallow experiences, I would say, because of the distance between the player character and the characters in the game. I think this is a consequence of the (largely) mindless push towards larger and larger spaces. I don’t mind larger spaces, but in such places for some reason the dependence on meaningful interactions seems to have decreased. In The Witcher I can speak to random NPCs, but all they do is give their one or two-line barks. And they don’t do anything on their own. In Ubisoft games I can’t even talk to them (somewhat understandable since they don’t make RPGs). They have a type of systematic interaction, but it’s very shallow. The random thug I kill to stop him from killing someone else, the random child/thief running away…the game generated these moments ago, and they’ll disappear the moment I get too far away.

And part of it is that these interactions are created specifically for the player to intervene in. Far Cry (and the later AC games) did a little bit better with this one, where you would get fights between factions beyond the players influence.

That isn’t to say that I don’t enjoy these games, but they aren’t as immersive in my opinion because of these things.

I suppose there are a few different criteria (in my mind) to create the optimal “open world game.” Now, let me preface by saying that this set of criteria (and the “optimal open world game”) is inherently subjective. Different people are looking for different things when they play these types of games. But in my mind this group of things define the most meaningful world for a player to experience (“experience” is critical–it should be like going to a different country, not like going to a theme park where everything is directly for the customers).

Story. This seems backwards: an open world frees the team and player to focus on things other than the plot. However, context is everything. Open worlds with no kind of designed impetus upon the player require the player to come up with their own meaning. And while that does work (look at Minecraft), at that point you’re not crafting a world. You’re merely creating a space for a player to inhabit. The optimal open world game in my mind is a crafted world which the player can experience. And to convey that world you need “story” of some kind. That doesn’t necessarily mean a main plot driving you through bombastic events, but a context through which to view the world and your character.

Agents and Systems. As I mentioned a lot of open-world games today are almost totally scripted, where the NPCs are actors more than agents. The Witcher is an example. But the best open-world games have agents and systems working in concert. They can act on their own volition, and the world responds to them. These together create a world that is alive and real. Assassin’s Creed has systems, but it doesn’t have agents. It is “alive,” but it is not “real.” By having systems, I know the world has its own logic and functions on its own. By having agents, I know the world’s logic and functioning is meaningful - it impacts “real” people or beings. These are typically separated out (like AC), but for an optimal world they should be together.

Furthermore, these things don’t just define how a player observes the world, but also how they interact with the world: I don’t really care if I run over a randomly spawned character in Watch Dogs or Ghost Recon Wildlands, but I’ll be far more circumspect in my actions towards persistent characters in a Bethesda game (though they still have the randomly created enemies, they do have the agents as well).

Memory or 4th dimensionality. Many games drop you into the middle of a world which for all intents and purposes was just created. Everything happens in the moment, and is gone the next moment (or within a few moments). There are two aspects to this–history and current events. A world with history is one where things have happened before this. Many games pay lip service to this, but games such as (again) TES have detailed fictions describing the rise and fall of empires. This is not a momentary sandbox which the player jumps in and out of. This is a world with a past, and that past informs the player’s experience.

The second component is current events, or the world’s response to the player. Most games really don’t have this down–probably the closest would be MMOs because of how they work. But anyway, this refers to how the world “remembers” what’s going on right as the player plays. If the player kills all of the sheep in an area–if they save and reload, are the sheep still dead? If the player leads the police or “law enforcement” forces on a wild chase which they eventually escape, what happens when they walk up to those law enforcement characters a few minutes later? Reputation systems like (yes, again) TES has do this to a point. Metal Gear Solid V had this in an interesting way (or at least in theory–I never saw it in practice), where enemy characters would counter the way the player played–if they sniped characters frequently, the enemies would begin to wear helmets (or so I heard–I never saw it in practice). I would like to see this in more impactful ways, however, where the agents respond to such things in a permanent (or semi-permanent) way.

Economy. This is something that has not been done really much at all, but I think it’s critical to create a living world. In the real world, nothing is infinite–neither goods nor capital. Games, on the other hand, regularly create and destroy things at will, creating a disconnect with reality. To really feel the impact of something, economy needs to be implemented. In Skyrim, the player could chop wood and sell it. This was an infinite source of money. But imagine if doing so actually removed trees from the world. If the characters you sold the wood to actually did something with it. It would change the way we view the hundreds of items we craft in game, the many “junk” items we pick up as loot from bandits. I think (emphasis on that part) this is where an “optimal open world game” needs to go.

There are probably more criteria, but these are the ones that really pop out to me.

I’m only one person, but I am trying to make an open-world game. I’m doing it through the “power” of procedural generation, and the concepts of agents and systems. If I can build a simple world, and then put in agents with (relatively) simple rules, their interactions with one another will create something more than the sum of its parts.

I need three or four main things to create the “base” of my open world game:

  1. Environment. A procedurally-generated world within which everything takes place.

  2. Interactions. Interactions between agents, and between agents and the environment. Things like cutting down a tree, tilling the ground, attacking another person, hunting an animal, building a house, etc.

  3. Agents. Both human and animal agents to do the interactions above. Not really talking 3D models, but AI. Each one needs a semi-randomized group of variables which define their interactions or actions.

  4. Objects used by agents. Trees, plants, buildings, tools, weapons, etc.

With these, the game world should be able to “play itself,” which is what I am most interested in. And while it’s definitely going to be a ton of work–I think it’s more than achievable. Ultimately it’s about crafting systems which can reproduce themselves, rather than constructing everything oneself with a team of 1000 people (hello Ubisoft).

All of the ideas behind this game were founded two years ago, upon reading the book Prey, reading about Oblivion’s Radiant AI promises (which didn’t come to fruition), and discovering cellular automata. The idea of complexity, of interaction, of the whole being more than the sum of its parts, grabbed my attention–and still has it (not just in games, but in my career as well).

Unfortunately, most of what I plan for the game only resides in my head at the moment. However, through TerrainComposer I’ve managed to create an algorithm which can give pretty varied terrains with different seeds. The next step is to figure out all of the possible interactions, and then build an AI system which incorporates those types of interactions.

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Just a query-Where should I post promotional poster for unity 3D games,from my company?I mean is here any particular category in Unity forum?

Work in progress would probably fit that best, however bear in mind that this is a technical forum for developers, good place for feedback and criticism, not so good to market to.

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In regard to the pacing for open world games, traversal becomes the main downbeat. Every upbeat: event, quest, ect. Starts with the player in traversal.

For this reason it’s important that traversal be varied- far cry lets you chain different forms of traversal- walking, to driving, to gliding. And breaks it up with small firefights of varied type.

Traversal types also sets the scale of the world. Shadow of mordor traversal involves parkor-ing around the landscape, which is broken up by killing or avoiding gangs of orcs. As a result, mordor is many sizes smaller than kyrat or skyrim ect.

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I think this is a big problem. Everyone thinks they want huge worlds but then they use techniques to make creating the large world easier. In doing this, you lose much of the magic of an open world. It is boring to walk through “miles” of repeating terrain with nothing in sight. It is tedious to have to hunt over boring terrain for NPC or other players.

Of course, it is cheaper if everything is automated. :slight_smile:

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I really like how they ride that line in the new Zelda. The world feels absolutely HUGE. You can climb to the top of a mountain and look far out into the horizon and it just feels overwhelming (like you do in real life when you see things from that perspective). But the size simultaneously feels manageable – you know that you can reach every location you see, and the various methods you have for traversal keep things varied like @LMan_1 mentioned. It’s a vast world (and I’ve only uncovered maybe 1/4 of the full map so far) but each area seems built with purpose, the villages are in places that make sense w/the surrounding terrain, and NPCs feel like they actually “live” there, with their own little stories and routines that play out over the day/night cycle. I don’t know what it will be like when I’ve uncovered the entire map, but for now at least I get the impression that they spent a LOT of time making sure that all the terrain looks unique enough to navigate through, even without using the map, just based off identifying features in the environment, visually guiding you to places of interest. And there are enough collectables, enemies, hidden easter eggs to give you a bit of reward for giving into your curiosity when you see that single rock at the top of a hill. I suppose this is a benefit of a hand designed world over a procedurally generated one.

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My first real experience with open world games was Asheron’s Call. I could explore for hours on end. I never was big on just camping out in a dungeon and farm XP, I wanted to just run and fight and run some more. Same with World of Warcraft, although not as large it was more densely packed. When I play campaign style games I tend to explore every inch of every map until there is no uncovered parts. Just my personality I guess.

As pointed out by others I think a good variety of topography is vital as well as a few Easter eggs here and there. I actually saw one of the rare Tardis spawns in Asheron’s Call once. Almost died trying to get close enough to get a good screen shot of it.

And as Ch33rios pointed out, so much of it is that first time experience. Can’t recreate that.

Absolutely. I love hand crafted worlds so much more than procedural. It is a lot more work and much more expensive but worth the effort if possible. I rather miss the older games where ever discovery was a treasure, a hidden spring, a small shrine in the forest, a clearing among the trees full of wildflowers, a small village, etc. I see the benefits of procedural but I much prefer getting my hands dirty when making my terrains.

I watched a video about the making of Fire Watch and how players didn’t mind traversing the distance if there were interesting places strategically placed along the way, spaced out just enough so before they were bored, they discovered something special.

That is advice I plan to follow.

P.S. Silly me typed Firefox instead of Fire Watch. :sweat_smile:

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So… who’s made a large* open world game in Unity? How did it go? From a tools perspective, what worked well and what didn’t?

  • Such that floating point imprecision becomes an issue.

Will Unity bring open world management editing tools supporting terrain tiles also, and ready to use streaming ?
This is what matters.

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I definitely agree with this, however I don’t see a way around procedural generation for a really open openworld game, for a small team or solo dev.

I think with a lot of procedural generation though, people miss the mark with what counts in terms of making an environment interesting and valuable to the player. Having spent a lot of time thinking about proc gen and how to do it properly, I’ve come to the conclusion that the difference between handcrafted and a sort of ‘good but slightly generic’ design ultimately doesn’t have too much of an impact on whether something is interesting or not. When you’re in a game, I think as a player you don’t really notice the environment all that much, except if it’s missing some threshold quality that you feel should be there. But after you take a good look around it mainly just sits in the background largely unnoticed.

In fact, the problem as I see it is that normally handcrafted levels come with handcrafted gameplay, and the latter is what ultimately makes it interesting or not. When a game uses procedural generation, it often generates lackluster gameplay (a limited and superficial set of options for the player) to go with it, according to some simple formula that is unlikely to ever break down from being incompatible with the generation rules. No Mans Sky was a good example of this imo - the world generation rules became so complex that ultimately it was difficult to spawn any kind of interesting gameplay that would not contradict something about the world it operated in.

The thing is that although an openworld-size amount of handcrafted content is hard to come by for indies, it’s much easier to spend a lot of time on the gameplay formula, and there’s much more opportunity to not only generate interesting gameplay, but also merge it with unformulaic gameplay in particular contexts if that’s what it takes to make things more fun. Even if the gameplay ‘formula’ is a state machine with 1000 states, it’s far easier than handcrafting content.

Aside from gameplay, the biggest fumble I see with procedural generation is a lack of understanding of how much of an impact context can have on the experience of something ‘generic’. For example, with Skyrim, although I got sick of the same-old dungeons after a while, at one point I reached the ‘north pole’ of the map where there was just ice and water everywhere. That looked and felt fantastic, and once I crossed some lake on my horse and found a dungeon in the middle of the ice, even though it was pretty much the same as any other dungeon, the fact that it was set in the middle of a strange and unexplored ‘icy desert’ landscape made it feel totally different, like it had all these symbolic properties and background stories that the other ones didn’t.

Another point about procedural generation (or generic openworld content) is that I think it’s extremely important to control the overall relationship of each point on the map to eachother. In skyrim again, when I was near the main city, I felt like ‘OK, there’s a big open plain here, a forest there, and the city on the hill’, and as I moved around near the city, it felt very ‘correct’ how each area related to the next.
However, as soon as I got some ways away from the city, particularly in some areas of the map, there seemed to be little relationship between dungeons and villages - they all just merged into a boring array of sameness.

Basically I think that for an openworld game, you need a focal point of course, and then everything else has to flow out from it with relatively high gradients of whatever properties differentiate it from that focal point. That way, not only do you know where you are and what you can expect to find, but those gradients offer a lot of potential hooks for anchoring procedural gameplay, as well as opportunities for driving interesting interactions between cities or clans, based on what those gradients provoke them to do in terms of for example war and trade, as well as their identities in the form of their culture. And by spending a lot of effort here I think it’s possible to have a pretty generic appearance, that comes to life in a way that the player finds engaging when they interact with those locations.

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WARNING: RANT AHEAD

I think that the popularity of open world games has little to do with story or production. Just look at Minecraft, which disproves either of those as being important.

No, the REAL reason that open world is popular is because it is open. It’s right there in the name.

People are so sick and tired of the slog that modern games have become. It’s downright painful.

Here’s a meme that I’m sure everyone has seen and can relate to:

It’s funny, but also kind of sad.

You get a game and you pop it.

You install it, which for some reason is inexplicably over 50GB.

Then you get a day one patch that is around 10GB to download.

Then you install the patch.

Then you load up the game and sit through a 5:00 minute long intro movie.

Then you start the game.

Then you need to sign up for the company’s mandatory online service that no one is interested in because it doesn’t do anything that Steam hasn’t been doing for over a decade now.

After going through about 50 names such as “IH8EA”, “OriginIsTrash”, or “SeriouslyUbi?” and finally resign to “uh123ry8fhp98fjpoi” because you’re sick and tired of dealing with it.

Then the account is activated.

Then you get hit with a popup about features.

Then you finally start a game.

Then it asks you what difficulty you want, even though it can be changed at any time.

Then it makes a new save file, which is also inexplicably huge.

Then you sit through another opening which lasts about 20 minutes.

Then you get to move around for about 10 seconds and another cut scene starts.

Then 10 more seconds of moving followed by another cut scene.

It does this for about 2 hours.

Then you get to the hub area and it pops up a survey.

Then it asks you why you gave “Plants versus Zombies 2” such a low score.

Then it lets you move exactly 10 feet before telling you something you can do.

Then half way there you get hit by another window that pops up and tells you another thing you can do.

Then Navi says “Hey listen!” and tells you how to do a barrel roll and every other action in the game.

And if you keep at it maybe, MAYBE, you’ll get to start making some choices around the 3 hour mark.

Every single action, mechanic, and section is painfully explained to you and the whole thing is on rails with a giant “THIS WAY STUPID!” sign every five feet.

Rather than making new area, the game just uses wave after wave of enemy everywhere you go.

Rather than making areas that are varying in difficulty, they just make everything rubber band.

And rather than make an area for the player to play in, they force you through the specific experience they had in mind.

There is no more discovery, experimentation, or wonderment left in the experience.

It’s just awful.

So when a game comes along that lets you just play the damn thing and figure it out for yourself (Minecraft, BotW, Dark Souls) it’s overwhelmingly refreshing.

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Minecraft is popular because it is a sandbox. Sandbox is not the same as open world, although, Minecraft is an open world sandbox.

But…it was done right with lots of discoveries, surprises and things to do. Sandboxes must have lots of things to do or they wouldn’t be any fun. :slight_smile:

Oblivion and Witcher are open world games but not sandboxes. If Minecraft did not have the sandbox part and was an open world game, story driven, procedural, it would not be the amazing game it is now.

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Can you give some examples of “procedural gameplay” that you think work?

Imagine if the terrain dictated what kinds of animals were on the map. And the interaction of those animals with one another (predator vs. prey, etc.) determined the overall ecology. And human agents in that world acted on those animals, on the environment (with stuff like farming or mining), and on each other.

If a player was placed into that situation, and could contribute to any part of that, do you think it would be meaningful gameplay?

Additionally, can you expound a bit more on controllling the relationship of things to one another? I don’t quite understand how a dungeon and a village’s location might be changed to be “better.” How might you do that (both in that specific example, and in a broad sense)?

I can appreciate your frustration, but I think you’re exaggerating things. Further, those things are tailored to specific experiences. There are linear FPS games, and there are open FPS games. There are linear third-person action-adventure games (Uncharted, probably one of the most acclaimed series in the world…), and there are open third-person action-adventure games (AC, also very famous). There’s no one type of game–and honestly, only barely any “one type” of AAA game.