How Did The Open World Become The "Code Of Wealth" In The Gaming Industry?
How Did The Open World Become The "Code Of Wealth" In The Gaming Industry?
"It's 2020, who is still buying "GTA5"?"
As
an old game that has been released for 7 years, "GTA5" has seen
incredible sales. Not only did it not decline, but it also went upstream, often
climbing into the top of the steam imagination list. According to Take
Two's August earnings report, "GTA5" has sold 135 million copies.
There
are many reasons why "GTA5" is so popular, one of which is its
interesting open world. In "GTA5", you can travel freely in the
city and do everything you want, and you can also be a good citizen and obey
the law. Players do whatever they want in Los Santos, deal with various
NPCs, and complete bizarre side missions.
This
kind of free and unconstrained experience is difficult to give in a linear
level game. With the development of video games, more and more games begin
to adopt this design, even "Halo: Infinity", which became popular
with ghosts and beasts last month. Although the official claim that the
game is not a completely seamless big map, players can return to the explored
area, which is essentially an open world in disguise.
Nowadays,
more and more games begin to adopt the open world design, but can the open
world be directly equated with fun?
Obviously
it can't. Although some open worlds like "Red Dead Redemption 2" are
well received, some are not to be seen because of too many repeated
experiences. These games seem to have a huge world. As a result, the
experience in each area is the same. The vast number of mission points makes
people feel scalp numb.
The
above-mentioned situations are not limited to stand-alone games. The open world
of online games also has this problem. It’s just that, compared to the
open world set by some programs, online games are made up of real players. In
terms of interactivity and experience, there are naturally some advantages.
After all, you never know that the strange players you meet can be adjusted.
What a good job.
Take
"World of Warcraft" as an example, it is also an open world, but
because there are other players in the world, there will be situations such as
looting monsters and loot. Of course, this does not mean that
manufacturers can be lazy. In terms of the richness and development of the
online game development world, players also have high requirements.
After
all, judging from the classic stories that took place in the online game world,
many of them are based on the basic design of the game. Even if part of the
script in the online game world is written by the player, multiple themes must
be given so that the players can enjoy. Play.
The
open world of online games requires a differentiated experience, as do mobile
games, but many domestic mobile games are currently in an embarrassing
situation. Most of the so-called "open worlds" are empty and
boring, and some of the better ones just build up the most basic framework with
lackluster content.
This
is not that domestic mobile game manufacturers do not have the corresponding
strength, but it is not a small challenge to build an open world with high
risks, unknown returns, and bias towards stand-alone. But it is not that
no one is willing to try, Mihayou's "Original God" is one of
them. Although the completion of the game is not very high compared with
those mature masterpieces, in the mobile game, the open world of "Original
God" can still come up with something worth talking about.
The
most obvious one is the environment structure of the game. With the support of
high-precision modeling and excellent lighting and special effects, a very
vivid "Tivat" continent has been constructed. Dynamic weather,
day and night changes, and the interaction between the environment and the
weather make the whole world come alive. Compared with those immutable and
rigid worlds, the world of "Original God" undoubtedly has a little
more "aura" and has become a solid cornerstone of an excellent open
world.
This
constitutes the basic framework of a mature and open world. Among similar
products, many products fall into this step. They may have top-notch
picture quality, but they are not so vivid in the dynamic shaping of the open
world. Players live in the real world, and they will inevitably substitute
some of their usual cognitions when experiencing the game, such as time is flowing,
weather is changing, etc. An open world that is not vivid enough can easily
reduce the player's sense of substitution.
Each
area has its own piece of scenery, coupled with the real environment blessing,
stimulates players' desire to explore. Human beings are born with
curiosity, when you run across the plains, wading across the river, jumping
from the top of the mountain, gliding in the air, overlooking everything in the
Tivat continent. You will be curious about the view on the farthest
mountain where you can see. Perhaps "The Original God" did not
give you specific guidelines, but the clearly diverse scenery and the
distribution of different monsters and treasures will also stimulate you to
continue to explore.
You
will continue to be surprised at your own "ignorance" and at the same
time be pleased with the "discovery". Perhaps this is one of the
goals the game wants to achieve.
The
vivid world is more like a basic framework, which must be filled with
diversified and rich content to ensure the playability of the open
world. For "Original God", fighting, gathering, exploring,
solving puzzles, cooking, etc. are all important components to ensure that the
entire Tivat continent is interesting enough.
These
basic content will give birth to players' independent exploration of
gameplay. For example, gathering and cooking. In the game, when you find
some ingredients, you will involuntarily think of what kind of dishes it can
make; when encountering a monster camp, you will give priority to observing the
terrain, whether there are elements, and whether there is blasting Things and
so on, because you know, there are many solutions in the game that can do more
with less. The game will not teach you how to play, it only tells you the
basic rules of the world. All creation and exploration require you to do it
yourself.
It
is precisely because of this that players can diverge their minds, create more
gameplay, and make this open world more diverse and interesting from another
perspective. The more so, the more interesting it will be, and a virtuous
circle will be formed over time.
But
only with these conventional content, it is difficult to guarantee a
low-repetition gaming experience throughout the open world. The reason why
"Original God" can make an open world that exceeds the pass line
depends largely on two systems, one of which is element interaction.
There
are seven elements of wind, fire, ice, water, thunder, grass, and rock in the
game, and different elements can have corresponding reactions. This
interaction between different elements provides more "problem-solving
ideas". Whether it is fighting or interacting with some scenes, there will
be more than one solution. Sometimes, making good use of the interaction
between elements can make it easier for you to solve problems.
For
example, when facing the wooden shields of Qiuqiu people, it is much easier to
burn them with fire attributes than with brute force; and in places with water,
using thunder attributes can not only increase the electric shock The BUFF can
also form a chain of lightning; when the lightning attribute and the ice and
fire attribute meet, it will trigger an "overload" and cause a lot of
damage.
In
the world of the original god, when you are fighting or interacting, there may
not necessarily be suitable elements to cooperate. At this time, multi-role
switching plays a role. In "Original God", different characters
often have different skill attributes. During the battle, you can switch
between the roles to allow the two elements you want to interact. This improves
the player's sense of operation. On the other hand, Let players have more
choices when fighting.
Combat
is an important part of the game experience. For an excellent open world,
players must not become "brainless brushes" early. The diverse and low-repetition
combat experience can stimulate players' desire to explore , Thereby enhancing
the fun of the whole world.
Another
reason why the open world of "Original God" is interesting is its
relatively high degree of freedom. The game splits the main storyline into
different stages. Only when the corresponding adventure level is reached can
the corresponding mission be unlocked. This brings a certain blank period,
and there is no task to remind you that there is something to do. You can
better feel the whole world, instead of rushing to push the main line and miss
the scenery along the way. At the same time, this brings a staged growth
experience. At different stages, your ultimate goal is different, and the game
experience will naturally be biased. But in general, you are still free.
Most of the content of the game emphasizes the fun of "exploration".
It does not force players to deal with intensive tasks. Many achievements and
unlocking content are more like taking advantage of the trend.
Although
many side tasks in many games are not done and will not affect the progress of
the main line, players are always a hurdle. "Did I miss any
plot", "Does the branch have more rewards", once these thoughts
linger in the player's mind, then this open world is no longer so free, you
will always see those branch missions consciously or unconsciously. You feel
that they are saying "DO IT" to you. "Original God"
weakens the existence of the task, after all, for the open world, the joy of
exploration is the first. Without the oppression of tasks, players can
enjoy the charm of the entire world. Although the game also has a phased
purpose, it does not affect your free exploration of the entire Tivat
continent.
You
can spend a whole day wandering in the mountains and woods, trying to climb the
highest mountain in the whole continent. You can also collect all the
ingredients and become the king of Tiwat chefs. No one urges you, and
there will be no time for your opponent to kidnap you. The rhythm of the game
is under your control. You can savor the world without thinking more, and focus
on "making yourself happy."
But
this open world is not without its shortcomings. Because it needs to be based
on equipment, the holy relics (wearing equipment) in the game need to be
updated and strengthened in the later stage, and the characters themselves also
have levels and other content to be developed. In addition, in order to
interact with the corresponding elements, you must at least have a basic level
of skill for each attribute character. If you don't have a basic
equipment, you can't use mechanisms to make up for the difference in values in the later battles. The conversion of these materials is
also a lot of value, which has certain requirements for the player's liver degree.
If
you want to experience more areas, you have to burst your liver. This may be
something that many players don't want to see.
In addition, it is more
unit-priced and free, which may make players who are accustomed to online games
and traditional mobile game routines feel novel while increasing part of the
learning cost.
The open world should not
be a simple shell. It should reduce the repetition of the experience and
enhance the sense of interaction while carrying a large volume of the world, so
that players have a sense of being in the real world.
Conclusion:
Today, more and more
games have been added to the family bucket of the open world, but some have
added bricks to the mature framework to build an increasingly exciting open
world; and some games treat the open world as a gimmick , Has become a means to
attract players. Of course, there are also some games similar to
"Original God", the framework is completed, the content is filled and
passed, there is still a certain gap between excellence and perfection, but
because the path is right, there is still a lot of potential.
With the improvement of
players' aesthetic ability, the attractiveness of open world games that are
purely stacked with materials and gameplay will inevitably become weaker. Only
those carefully polished and charming open worlds can firmly grasp the hearts
of players.
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