Last time, I discussed what I perceive as a problem in the way that most open world games (specifically, sandbox games) design their maps and use the space that the maps offer - or fail to use that space, to be more specific. So many open world maps end up feeling less like actually playing the game, and more like a convoluted mission-select and collectible checklist screens. This problem is especially bad in the Ubisoft model of design, and is also a problem (to a lesser extent) in Bethesda's open worlds. Due to the popularity of these developers' franchises, many other developers have been cloning these styles of games to one extent or the other, to the point at which Ubisoft's open world model seems to be the go-to template for any developer trying to make an open world game. These games aren't necessarily bad. They just aren't very good at making the space of their maps feel meaningful in its own right.

Assassin's Creed: Syndicate - zipline
Many open world games have large, expansive maps that mostly feel empty and pointless,
as the player rushes through them simply to get to the next map marker or checklist item.

But now that I've established what I see as a problem, I want to focus on positive feedback. In this discussion, I'm going to look at a handful of games that should serve as inspirations for would-be open world developers. Ironically, some of these games aren't even open world games, but they still pose valuable lessons for how games that are open world could better use their game spaces. That isn't to say that the games discussed here are perfect. In fact, many of them have their own major flaws. But each of them has some element of design that utilizes the actual game map as a component of active play, rather than just a space in which game sequences exist. First, let's take a look at a game that was re-made recently, and use it as a "before and after" case study of map design...

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I wrote a lengthy blog late last year about the stagnant, "limbo"-like feel of most open world games' narratives. I had written that blog mostly before I played Metal Gear Solid V, and so I wasn't able to incorporate my thoughts regarding that game into the blog. But I did come to a new realization about open world gaming while I was playing MGSV. In my review of that game, I noted that:

"Even the open world itself feels constrained, as sheer cliffs prevent you from travelling too far off of the roads and serve to functionally railroad the player towards the small set-piece outposts and villages."
    - from my Metal Gear Solid V: the Phantom Pain review

I realized while playing MGSV that the game had built this large, open world (well, two large, open worlds really, but I hadn't gotten that far yet), but it didn't really care to let the player actually traverse that space or use it in any meaningful way other than scavenger hunting for collectibles. At least those collectibles felt relevant to gameplay though! Roughly half the map is dead space that the player can't even access. There was also this strange focus on using the helicopter to drop in and drop out of missions, rather than actually living in the game world, as the character had to do in Snake Eater. The map started to feel less and less like a place, and more like a convoluted mission-select screen. At first, this seemed like a strange, isolated example of an open world game that really doesn't want the player actually exploring its world. But as I thought about it, I realized that this isn't really a new phenomenon; it's actually just a very extreme example of what has become a sort of defacto state in most open world games.

Metal Gear Solid V: the Phantom Pain - restricted world map
The Afghanistan map of Metal Gear Solid V feels heavily constrained by sheer cliffs.

Think about it this way: in a linear game with rooms and corridors, every hallway and room should serve some purpose or function. In most games, this function will be some kind of skill or system mastery test. An action game like Devil May Cry will throw enemies at you to fight; a puzzle game like Portal will have a puzzle (or a piece of a puzzle) in the room to solve; a stealth game like Metal Gear Solid 3 will have a sneaking challenge or obstacle to pass; and so on. In the best games, each of these challenges will also provide a unique or novel test of skill or system mastery: unique combinations of enemies, unique puzzles, or novel arrangements of enemies and obstacles. Other games can use those rooms for thematic or narrative purposes. A survival horror game like Resident Evil or Silent Hill will usually put enemies, puzzle items, or supplies in a room, but some rooms might instead contain a scripted scare. In some cases, a room might even be left completely empty in order to build some kind of tension or anticipation, or to delay the release of already-built tension or anticipation.

So what is the gameplay purpose of an open world map? ...

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Star Trek: Fleet Captains - manual shows painted miniatures
Star Trek: Fleet Captains is an exploration and combat board game by WizKids.

Good Star Trek games are few and far between. That goes for both video games and board games. Part of the reason for this is that it's often difficult to capture the spirit of Star Trek when trying to adapt it into en existing game genre. This is why Trek-themed games end up turning into dull shooters or tactical combat games. Games about exploration or scientific discovery, or role-play are sadly uncommon in video game formats (which is what makes 1999's PC game Birth of the Federation stand out to me as an underrated Trek classic). Sure it was just a reskin of Master of Orion II, and it had lots of technical and A.I. flaws, but in a market dominated by cookie-cutter games like Star Trek: Armada, Elite Force, and Invasion, Birth of the Federation was a rare game in which "exploring strange new worlds" and "seeking out new life and new civilizations" was a primary game mechanic.

Board games and table-top games have maybe fared a bit better than video game adaptations. We have our Dungeons & Dragons-inspired role playing games, our tactical starship simulators, and then countless board game reskins (ranging from Monopoly to Settlers of Catan, and virtually everything in between). Most of these games are pretty old, but there's also a handful of newer Star Trek games that run the gamut. One such game is WizKids' Star Trek: Fleet Captains.

WizKids is probably best known for its Mage Knight and Hero Clix miniatures games based on fantasy, video game, and comic book characters. The bases for these figures include a rotating dial that allows the player to change the attributes of the character to one of several pre-set values. This can include altering their combat attack power, hit points, mana, or any other value that the specific game might require. Fleet Captains uses a similar clix system as the backbone of its starship management mechanics.

Unboxing impressions

My first impressions upon opening the box was a bit disappointing. I'm not a big fan of the ship miniatures. They're fairly well-detailed and made out of a sturdy plastic and seem like they should stand up to a lot of play, but that's the only thing that I like about them. They take up a lot of space, making it difficult to cram more than two or three ships on any single hex. There seems to have been some effort made to scale the size of the Federation ships with one another, but it isn't consistent. Voyager, for example, is almost as large as the Enterprise E, but the Enterprise A and Reliant are noticeably smaller and appear decently-scaled against the Galaxy class Venture. Klingon ships, however, seem to have no effort put into trying to appropriately scale them. Birds of Prey and classic cruisers look huge compared to most Federation ships and to other Klingon ships. The Negh'var, despite being one of the largest ships in the game, just doesn't seem as massive and intimidating as it should be.

Despite the manual showing painted miniatures in its components list [LEFT],
the actual miniatures [RIGHT] are unpainted and not to-scale with one another.

The ships are also all are made of the same mono-chrome plastic and are un-painted (even though the instructions appear to show painted miniatures in the components list). These ships are different enough in design that it's really not hard to tell them apart, and so I see no reason why they couldn't have been painted (as opposed to being the same color for ease of recognition)...

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Star Trek Trexels

I finally got around to buying a modern phone, upgrading my Galaxy SII to a Galaxy S6 Note Edge. With the upgrade in tech, I've finally started trying out some of the free-to-play mobile games that are flooding the market. I had already played SimCity Buildit on my previous phone, but its poor performance and bugs held me back from bothering with any other games on that old SII. But now that I have a new phone, I wanted to try the Star Trek-themed game Trexels.

Star Trek games are few and far between, and good ones are virtually unheard of. Probably my favorite Star Trek game ever was the Windows 98 4x-strategy game Birth of the Federation, which was basically just a Trek reskin of Microprose's Master of Orion II. It wasn't the most technically proficient of games, and the A.I. blatantly cheated, but it was a game that captured the essence of Star Trek by being primarily about exploring the galaxy and colonizing new worlds. Most Trek games are content to just be reskins of shooters or space combat games, which always feels out of place. So Birth of the Federation, despite its obvious flaws, has always stood out to me as a game that really felt like one of the most appropriate uses of the Star Trek license for a video game.

Trexels - exploring space sector
Finally, a Star Trek game that's about exploring space, rather than just shooting things!

And that brings us to Trexels, a free-to-play mobile game that is about exploring space while developing the skills of your ragtag crew and completing the construction of your ship. Sounds like a Star Trek-worthy premise. At least it isn't a first-person shooter. You start the game with a mostly-empty ship and handful of crew members. Your task is to build infrastructure in the ship to allow you to acquire new crew and harvest resources (including "command point", "research", "power", and "dilithium").

To boldly grind...

Resources are harvested by assigning crew to work the relevant rooms, and then you wait some period of real time for the crew to complete the assignment so you can collect the resource. You spend your accumulated resources to build new rooms in the ship, train your crew to increase their ability points, and attempt missions. Completing missions rewards you with experience and ... more resources? So it's kind of circular: you spend resources to attempt mission, and then are rewarded with some of the resources that you spent.

Trexels - harvesting resources
Your crew harvests resources from specific rooms, and other rooms unlock abilities and power-ups.

You also gain general experience, which doesn't really do much other than to unlock new expansion slots for rooms in your ship. Virtually everything you do gives you experience, so you level up fairly quickly. I always have way more available expansion slots than I can possibly use due to the slow rate in which you acquire resources. Once you get past the very first few missions and room-construction, the game really starts to turn into a slow, slogging grind...

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Civilization V - Sultan Suleiman of the Ottoman Empire

I've already covered strategies for the civilizations that have been added or explicitly changed in the Brave New World expansion and its major fall (2013) patch. Now I'm going to move on to other legacy civilizations that have not had explicit changes, but who may have had their strategies significantly altered by the expansions and other updates. The first such civilization that I am going to tackle is one that has been requested from readers on at least several occasions. So, by popular request, here is a strategy for Sultan Suleiman's Ottoman Empire.

The rise of the Ottoman empire coincided with the fall of the Byzantine empire that started in the late thirteenth century. Turkish immigrants lead by Osman I took control of a region of Anatolia and Osman declared himself the first Sultan of a new Islamic empire. The fledgling empire quickly began a cycle of conflicts with the Byzantine empire that culminated in the capture of Constantinople, which the Ottomans renamed Istanbul and made their imperial capital. With control of the valuable ports of Istanbul that linked the Mediterranean with the Black Sea, the Ottoman empire rapidly became a dominant force in the Middle East and Europe.

Civilization V - Sultan Suleiman

Sultan Suleiman The Magnificent ruled the Ottoman empire during the height of its power in the sixteenth century. His fleets dominated the seas of the Mediterranean - and extended its influence all the way to India and Indonesia - thanks in part to the successes of Hayreddin Barbarossa, who captured numerous ships on his way to becoming the Ottoman fleet admiral. In addition to military successes, Suleiman also personally initiated a series of sweeping social and legal reforms that contributed to the flourishing of the Ottoman arts and economy.

The Ottoman Empire would eventually become one of the most significant casualties of World War I. The empire was already starting to succumb to the stresses of internal strife and a weakening economy. Their defeat in World War I basically dissolved the Ottoman empire, and what was left of its holdings became the modern nation of Turkey.

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Grid Clock provided by trowaSoft.

A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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