
theguardian.com
Game Developers Shift Away From Expansive Open Worlds
Rising development costs and market saturation of open-world games are prompting a shift toward smaller, more focused game designs that prioritize narrative coherence and manageable gameplay, as seen in recent releases such as Avowed and Atomfall.
- What are the primary economic and market factors driving the shift away from expansive open-world designs in action-adventure games?
- The rising costs and market saturation of open-world games are prompting major studios to explore alternative map designs, such as the segmented approach in Avowed and Atomfall. These games prioritize coherent narratives and manageable gameplay experiences over expansive, yet potentially overwhelming, open worlds. This shift reflects a move away from the hundreds of hours of gameplay that some games had previously offered.
- What are the potential long-term implications of this shift for the action-adventure genre, including the development of future games and player expectations?
- The future of action-adventure games may see a resurgence in focused, narrative-driven experiences, moving away from the sprawling open worlds that have dominated the genre for over two decades. This change will likely influence game development budgets, player engagement, and overall game design philosophies. Smaller, more intricately designed environments may offer a more sustainable and potentially more rewarding gaming experience.
- How do the design choices in games like Avowed and Atomfall, such as segmented maps and restricted fast travel, affect player experience and narrative coherence?
- The shift towards smaller, more focused game maps is driven by economic factors (high development costs of open-world games) and market saturation. The success of games like Avowed and Atomfall, which prioritize narrative pacing and focused exploration, suggests a potential paradigm shift in the action-adventure genre. This change is impacting player expectations and developer strategies.
Cognitive Concepts
Framing Bias
The article frames the discussion around the perceived unsustainability of large open-world games. The headline and introduction emphasize the high costs and market saturation of this genre. This framing primes the reader to view the shift towards smaller, more contained game worlds as a positive and necessary development, potentially overlooking the merits and ongoing evolution of open-world game design. Examples like Avowed and Atomfall are presented as successful alternatives, reinforcing the preferred narrative.
Language Bias
The language used is generally neutral, but phrases like "teeny bit unsustainable" and "throw their arms up in surrender" inject a slightly informal and subjective tone. While not overtly biased, these phrases could subtly influence the reader's perception. The descriptions of open-world games as "astonishingly expensive" and the market as "saturated" also carry a negative connotation.
Bias by Omission
The article focuses heavily on the shift away from expansive open-world games, offering examples like Avowed and Atomfall. However, it omits discussion of potential counter-examples or open-world games that have successfully avoided the pitfalls of over-expansion and excessive cost. This omission might lead readers to believe that all open-world games are facing the same unsustainable model, which is an oversimplification. The article also doesn't explore other potential solutions to the issues raised, beyond the move towards smaller, segmented worlds. This limits a complete understanding of the design challenges faced by game developers.
False Dichotomy
The article presents a somewhat false dichotomy between expansive open-world games and smaller, segmented games. While it acknowledges that there are innovative possibilities within contained environments, the overall tone suggests that the latter is the superior and more sustainable model. This framing neglects the possibility of successful and innovative open-world games that don't fall into the pitfalls described, as well as the potential drawbacks of significantly smaller game worlds.
Gender Bias
The article mentions Kate Dollarhyde, a narrative designer, and quotes her extensively on the design choices of Avowed. This is positive representation. However, there is no other prominent female voices presented in the article. While there's no overt gender bias in the language used, a more balanced representation of voices across the industry would enhance the article's objectivity.
Sustainable Development Goals
The article discusses the unsustainable nature of creating expansive open-world video games, highlighting the environmental impact of their development and the economic issues of market saturation. Shifting towards smaller, more contained game designs is presented as a more sustainable approach, reducing resource consumption and potentially lowering development costs. This aligns with SDG 12, which promotes responsible consumption and production patterns.