Playing games like Skyrim, Grand Theft Auto, Assassin's Creed: Black Flag, The Witcher 3, Mad Max, Metal Gear Solid V, and other open-world games has made me increasingly weary of open-world gaming. Narrative-based, open world games like these suffer from a problem that I have started calling "open world limbo" (or "open world purgatory"). This is a sort of paradoxical offshoot of the concept of ludonarrative dissonance. The game's open world "sandbox" design seems to directly conflict with the narrative that the game is trying to tell. It specifically refers to the conflict between the story and the game's open world, rather than a conflict between the game's story and any particular game system(s). Generally, this manifests as the game designers setting the stakes so high that the player should feel pressured to progress the narrative, but the game's open world design never follows through with any real consequences for not progressing.
More and more big-budget games are going open world. is this a good thing?
This leads to problems in which the player can spend hours, weeks, or months doing tangential, or completely unrelated, tasks and pushing the game's story objectives down to the bottom of their priority list. For people who just like to play the game, this may not be much of a problem. They get a massive sandbox in which to do anything they want. That is actually one of the back-of-the-box selling point for most of these games.
But as one of those "games as art" kind of snobs, I also really like to have an engaging narrative that flows seamlessly with the gameplay. So if a game offers a narrative of any kind, you bet I'm going to judge the game based (at least in part) by how well that narrative works and how fully it is integrated into the core gameplay experience. And when a game tries to convince the player that they are destined to save the world from impending doom (as is often the case with big-budget, open world games), then I get really peeved when I find myself able to completely eschew that destiny in favor of picking flowers and peddling salvaged bandit armor for the next 100 hours.
A world in stasis
The source of most of the "limbo" comes down to the fact that these games' worlds (despite being big and detailed) often feel static and devoid of life. They don't change on their own. No one seems to have any sense of agency, and nothing ever happens unless the player is there to make it happen. Quest-givers sit around outside their house forever waiting for the player to come along and help them kill the wolves that are attacking their livestock, or find their missing heirloom, or deliver their special package to someone in the next town over, or whatever else they want done. The situation never resolves itself, the quest-giver never gets tired of waiting for you and hires another adventurer, those wolves never manage to eat all the remaining livestock, the heirloom never shows up in lost-and-found, and the statute of limitations on that package never expires. Emergencies can always wait [indefinitely] for the player to resolve them.
Quest-givers will wait forever for the player character to show up and solve their problems.
But worst of all is that the big, bad villain (if there is one) just doesn't feel very threatening or intimidating if he (or she, or it) isn't actually doing anything to actively antagonize the player or the world...
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ced5d1e2-3408-4ea8-8245-ca32f7affbe1|4|4.8
Tags:open world, limbo, option paralysis, narrative, ludonarrative, ludonarrative dissonance, consequences, punctuated equilibrium, quest, The Elder Scrolls, Oblivion, Skyrim, The Witcher 3, Grand Theft Auto, Final Fantasy, Mass Effect, The Legend of Zelda, Majora's Mask, Shadow of Mordor, Fallout, Sid Meier's Civilization, Cities: Skylines

I've been on quite a city-builder bender this past eight months or so, and I've gone through quite a variety of games! From Tropico 5, to Cities XXL, Banished, and even a foray into the mobile game SimCity Buildit. Since the SimCity reboot in 2013 turned out to be a bust, I've been desperately searching for a modern game to fill the hole that was left after I moved on from SimCity 4. Cities XL held me over for a while, but my interest in it waned, and I was back to searching.
Well now that search can finally end, because I think I found my new, definitive city-builder: Cities: Skylines!
Almost immediately after starting a game, Skylines stands out as a very pretty game. The graphics have a very slight, cartoonish quality with very bright, vibrant colors. The animations are very smooth and fluid, which makes the map look very organic and alive. There's also some film grain and depth of field filters that can provide an immersive sense of being in the city when you zoom in. The depth of field effect only focuses on the center of the screen, which can look weird when you zoom very far in to look at certain objects. But if these effects become too bothersome, then you can always turn them off, and the game still looks great without them.
The various overlays are also very vibrant and have their own animations that show the flow of traffic along roads or water through pipes, and these overlays are also very pretty. The color contrasts also make them very easy to read and understand at a glance.
This game has very vibrant and attractive graphics and art styles that make the city look alive.
The game also has a very simple interface that looks good and is easy to read. Navigating through the menus is comfortable and intuitive, and it doesn't take up very much screen space.
Much like Cities XL, Skylines also gradually unlocks new buildings, infrastructure, and services as the city grows. Again, as somebody who routinely ran my SimCity 2000 cities into bankruptcy by overbuilding services and utility infrastructures early, I appreciate how this feature creates a gentler learning curve and helps to tutorialize new players in how the new features work.
Skylines differentiates itself from Cities XL and SimCity by providing a much more comfortable compromise of pacing and scale...
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b004b9b6-ce66-4953-8dd0-cc1289e3a97a|2|5.0
Tags:Cities: Skylines, Colossal Order Ltd., Paradox Interactive, Steam, Steam Workshop, city simulation, resources, roads, traffic, utilities, water pipes, power lines, garbage collection, cemetery, asset editor, policies