curl-6 said:
Yeah I also find shorter games more approachable and often better quality than a lot of really long games, which are often padded out with a ton of filler. I feel like this effect really kicked in last gen, with so many franchises going open world, and enthusiast gamers insisting on stuff like "If I'm gonna pay full price I want at least x hours of content". Every big publishers tried to outdo each other with bigger and bigger games with better and better graphics, and budgets exploded. |
One of the biggest problems devs face with building a huge game world is "What do we fill it with?" Sadly, Ubisoft template is what caught on. Divide the map up into sectors. Give the player a bunch of repetitive checklist objectives in each sector. Have them climb towers to unlock the map. Have them beat up criminals/liberate bases/rescue hostages over and over and over. Et cetera. The game is a mile wide and a foot deep.
Halo was fine when it was mostly linear levels that occasionally branch out to offer multiple routes or even allowing players to go explore a bit (esp. in the first game). While each level is self-contained and had a definite beginning and end point, they rarely felt restrictive (several Halo 4 levels notwithstanding), and the levels often felt big in terms of scope even if they were collectively a fraction of the size of your typical modern open-world game. Meanwhile, Halo Infinite introduced open world to the series, and the overworld wasn't bad from a technical perspective, but it was boring. Not only is the overworld the same biome in a game series known for varied biomes, but it's filled with the same repeating objectives we've all seen in some variation in other games (free captive Marines, liberate UNSC bases, defeat unique Banished mini-bosses, clear out Banished outposts). None of it actually moves the game forward, and instead serves the primary purpose of populating the huge map and the secondary purpose of doing things like unlocking fast-travel points or giving you a slightly better variation of a gun you find lying around everywhere. The best parts of that game were the linear story missions outside of the overworld, which felt more like classic Halo.
Even when developers try their best to ensure there's as much unique content as possible, they still run into the same problems with repetitive objectives. For example, Elden Ring is probably one of the best-designed open worlds I've played, but even it has dungeons that are just slight variations on previous dungeons, and multiple repeat bosses. Also, Breath of the Wild fell back on "Ubisoft towers" for revealing parts of the map screen, and the multitudinous mini-shrines were some variation on the same three things. At some point, the developer runs out of ideas yet still has to cram something into every corner of the world to make both the size of the map and the exploration of it feel "worth it" and to give the player 40-60+ hours of "content." There's just no way around it. Even some games that aren't open world have a problem with artificial padding. Alien: Isolation was a 15-20 hour game that could have easily been an 8-12 hour game and still felt satisfying. It's gameplay loop didn't justify a whole 19 levels and at least one false ending. It's one of the few games that I can recall actually being criticized for being too long.
Sometimes developers will try to make those fundamentally repetitive tasks in big open worlds different, like what Guerilla did with the Cauldrons and Tallnecks in Horizon Forbidden West, which at least shows that some developers are aware that shit starts to be repetitive after a while and that they need to do better. But it doesn't change the facts that it's fundamentally the same basic objectives (unlocking machine overrides and revealing parts of the map, respectively, in the aforementioned side objectives in HFW), and that it was all there in the first place to fill in space and pad out the game's length.
So many open world games could have been better served with worlds that were smaller, with each story mission its own self-contained level, and all the extraneous "checklist objectives" done away with. To go back to Halo, all the genuinely cool sights and structures in Infinite's overworld could have easily been part of a regular linear level, and they could have told the same story with a smaller, more linear game.
Even games that aren't truly linear and that encourage exploration can still do so in a structured way, like A Link to the Past or Super Metroid. Those games were in a sense single interconnected worlds instead of a linear progression of discrete levels that you may or may not be able to revisit. But they also didn't give players absolutely free reign over the whole map. You were free to explore to a point, and through your poking and prodding you'd find useful things, not just basic upgrades like health or new weapons, but also tools that expand your ability to explore further into the game world. And the game worlds themselves were just large enough to tell a story and give the player enough unique things to do and places to visit within a reasonable time frame. I never got to the point where I was like "Get on with it." They weren't a short breeze through like Mega Man, but neither did they overstay their welcome. I think between that and their timeless 16-bit pixel graphics is why they still hold up so well decades later, and why for me they're still among my top ten games of all time.