March 17, 2025
Open Worlds Aren’t Open or Worldly
Open worlds have been a staple of ambitious video games since before the turn of the century, with games like Elder Scrolls: Arena and Fallout: A Post-Apocalyptic Role-Playing Game debuting in the ’90’s and growing into franchises that dominate the genre. Even in these early days of the gaming subculture, gamers had concerns about just how much nothing there was.
“Open world” is more of a feature of a game than a true subgenre. An open world in the context of video games is where the player character can pursue objectives and side objectives at their leisure in an open environment. This is opposed to a level-based system familiar in games like Super Mario Brothers. At first, these games were considered revolutionary for the freedom given to the player, reminiscent of Dungeons of Dragons, all without the need of a game master.
However, even one of the greatest examples of open worlds, Elder Scrolls: Arena, fell for a basic trap. Procedurally generated content is the bane of open-world games. Part of the reason open-world games were so revolutionary was that they allowed the player to explore a world. After a while, a procedural environment starts to feel samey and uninteresting. On the other side, wide tracts of empty land that were made by hand can be beautiful, but in contrast to parts of the game with more content, can feel very obviously like a forgotten or unfinished area.
Games have struggled with this balancing act for a long time. There are precious few examples of games that can pull it off. Recently, a game called Starfield drew in players with promises of hundreds of real-sized worlds to explore, only for almost all of those worlds to be completely barren or filled with curiously omnipresent wildlife. Open worlds are not a box to check but a commitment to uphold to your players.
—Aiden Gervais