Breath of the Wild launched recently. I haven’t had a chance to try it out,
but it looks amazing in terms of aesthetics and gameplay. Judging by video
footage, it seems to have nailed the formula for open world exploration.
There’s many things to explore and players have incentive to discover. It’s
been quite some time since I’ve seen a game do open world gameplay so well. How
did they do it?
Start
with a premise of some kind. Regardless of setting, some antagonistic force
threatens the peace of the realm or something like that. Warlock, the
Malevolent, as we will call it, is infesting the lands with his armies. This
gives the world conflict for the player to deal with. Now that we have a
premise, the player knows what their ultimate goal is: get rid of Warlock. If
the goal is as simple as that, why not storm his castle and kill him now? That
would be ill advised for a new player.
Let
players have access to the end of the game. It lets them get a feel for what to
expect from their enemy. They may go boldly charging the darkened castle when a
guardian looks down at the player and stomps them into the ground. Clearly, the
player is not ready to fight the antagonist. They must grow stronger and master
the mechanics and systems before they can face the end boss, a final test of their
understanding of the game itself.
Begrudgingly,
the player will run around looking for easier challenges. Some of Warlock’s
minor forces are seen in the open field. Players can take them out with no
trouble and learn a few basic mechanics. Later they may find a town being
attacked by stronger enemies. The townspeople could use a hero to help them. The
player lends a hand, saves the town, and earns a nice reward in the form of an
equipment upgrade. They learn about exploration, quests, and reward systems.
Now they have a method of getting stronger. Still, it’s best if they don’t
fight Warlock right now. They’ve got a long ways to go and much to learn about
the world. Players now have a reason to look for other places that need their
help.
As
they explore, players run into NPCs who need help or side quests that involve a
small narrative. These narratives can either affect the game or just the game
world. If it affects the game, this means that completing this quest rewards
something that makes the player stronger or weakens the enemy somehow. Maybe
minions of Warlock the Malevolent won’t kick the player’s ass so hard this
time. If it affects the game world, this means the lore changes in some way.
The player learns something about the world and grows to care for it more
deeply. This is good for character development and agency. Both of these
outcomes can occur at the same time. Player learns of Warlock’s latest scheme
to corrupt the water source for a large city causing a plague. Upon cleansing
the plague, the player is given a new weapon. Now the player has a reason to
hate the villain more, but also grows more powerful in the process.
What
happens in the world when the player isn’t around? It goes on without them.
Whenever the player is off looking for new places to discover and puzzles to
solve, the world should be able to operate independently of the player’s
actions. It should still be affected by what the player does, but it shouldn’t
need the player to feel bad about not saving anyone. Imagine if every town was
under attack by the forces of evil. Some might can hold their ground, but
others would be destroyed. It makes sense to have most towns handle the
fighting themselves so the player can wander off without being too concerned
about the side quest involved with saving the inhabitants. If they do decide to save the town, keep it
saved. It will be a sign of progress in the world and it’s satisfying to look
on a map and see how much good you’ve done in the world.
At
the end of their journey, players will be ready to take on the ultimate
challenge: their original goal of defeating Warlock, the Malevolent. With their
knowledge of the game, the lore of the world, and their godly armor and
powerful weapons, the player will be ready. It isn’t necessary to have them
explore everything in the game world, especially if it’s massive. Have them
explore a few critical spots that are not too difficult to find and have them
teach essential mechanics that they will need for the final battle. The
guardian from before stands no chance against the master player. A last
mechanic may be introduced at this time, but it should be brief and
interesting; nothing too complex. This serves as a reward for making it this
far and should be the most amazing thing your game offers. Now the player will
feel like the end boss will be powerless against them.
So
the player has reached the end boss, fought him to the death, and saved the
world. Now what? At this point, you can either let them explore everything else
they may have missed or give them access to new content. Even though the
antagonist is dead, players still may want to explore the rest of the game. It
is very possible they didn’t find everything the world has to offer. In the off
chance that they have finished all of the content, new areas and quests can be
added as a reward for defeating the end boss. It’s always good to give the
player more of what they enjoy the most. If the player sees the slaying of the
antagonist as the final challenge, they shouldn’t have to feel like they HAVE
to explore the endgame content. It should feel like a reward for saving the
world that can be indulged in at any time and not an obligation. No one likes
being forced to play something they don’t like.
This
concludes the formula used to create a satisfying open world exploration game.
Of course, this doesn’t cover absolutely everything designers may encounter in
creating a game like this, but it does hit on some of the most important
points.
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