{"id":15671,"date":"2025-06-20T18:19:07","date_gmt":"2025-06-20T15:19:07","guid":{"rendered":"https:\/\/console-classics.com\/?p=15671"},"modified":"2025-06-20T18:19:09","modified_gmt":"2025-06-20T15:19:09","slug":"opinion-its-time-for-games-to-move-away-from-open-worlds","status":"publish","type":"post","link":"https:\/\/console-classics.com\/ru\/video-games\/opinion-its-time-for-games-to-move-away-from-open-worlds\/","title":{"rendered":"\u041c\u043d\u0435\u043d\u0438\u0435: \u0418\u0433\u0440\u0430\u043c \u043f\u043e\u0440\u0430 \u043e\u0442\u043e\u0439\u0442\u0438 \u043e\u0442 \u043e\u0442\u043a\u0440\u044b\u0442\u044b\u0445 \u043c\u0438\u0440\u043e\u0432"},"content":{"rendered":"<p><em>Open world games once felt fresh but now often lead to repetitive gameplay and empty spaces, making it time to reconsider this trend.<\/em><\/p>\n<h2>From Innovative Mechanics to Chore-Like Gameplay<\/h2>\n<p>Once upon a time, the phrase \u201copen world game\u201d sounded revolutionary and exciting. But those days are long gone. Nowadays, nearly every major AAA studio believes their game can\u2019t succeed without an open world\u2014often even when the game doesn\u2019t truly need one, and developers themselves aren\u2019t sure how to fill these sprawling virtual landscapes.<\/p>\n<p>The concept of an open world itself is a fantastic idea. Yet, it seems the industry might need to take a break from it, at least for now.<\/p>\n<figure style=\"text-align: center;\"><img decoding=\"async\" style=\"max-width: 100%; height: auto;\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2025\/06\/15671-scale_1200-1749142988.png?strip=all&sharp=1&w=1200\" alt=\"Opinion: It\u2019s Time for Games to Move Away from Open Worlds\" \/><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">Opinion: It\u2019s Time for Games to Move Away from Open Worlds<\/figcaption><\/figure>\n<h2>How It All Began<\/h2>\n<p>The open world idea traces back to the 1970s and 1980s. Developers dreamed of giving players a real sense of freedom, even on eight-bit systems. While there\u2019s no clear consensus on the very first open world game, titles like <a href=\"https:\/\/www.amazon.com\/s?k=Elite+video+game&amp;tag=console-classics-20&amp;language=en_US&amp;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">Elite<\/a> with its procedural universe and <a href=\"https:\/\/www.amazon.com\/s?k=The+Legend+of+Zelda+video+game&amp;tag=console-classics-20&amp;language=en_US&amp;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">The Legend of Zelda<\/a> with nonlinear exploration were early trailblazers that inspired many.<\/p>\n<figure style=\"text-align: center;\"><img decoding=\"async\" style=\"max-width: 100%; height: auto;\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2025\/06\/15671-scale_1200-1749142993.jpg?strip=all&sharp=1&w=1200\" alt=\"8-bit Elite laid the groundwork for today\" \/><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">8-bit Elite laid the groundwork for today&#8217;s space simulators<\/figcaption><\/figure>\n<p>The true revolution came in the 2000s. The <em>Grand Theft Auto<\/em> series introduced the wider public to what an open world could be: a sandbox filled with atmospheric nighttime drives, mini-games, and storylines woven into the very fabric of the world.<\/p>\n<p>Bethesda also seemed to own the \u201copen world\u201d concept for a while. Their hugely successful releases made it clear the demand for this mechanic was enormous. Back in the early 2010s, saying \u201cwe\u2019ll do it like <a href=\"https:\/\/www.amazon.com\/s?k=Skyrim+video+game&amp;tag=console-classics-20&amp;language=en_US&amp;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">Skyrim<\/a>\u201d was an effective way to secure funding. CD Projekt RED used this approach when pitching <em>The Witcher 3<\/em> to investors.<\/p>\n<blockquote><p>\u201cA few years ago [during <em>The Witcher 3<\/em> development], <a href=\"https:\/\/www.amazon.com\/s?k=Skyrim+video+game&amp;tag=console-classics-20&amp;language=en_US&amp;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">Skyrim<\/a> had just come out, and <em>Game of Thrones<\/em> was gaining popularity on HBO. So every presentation ended with the line \u2018Skyrim meets Game of Thrones\u2019&#8230; It was a very catchy phrase. Everyone who heard it liked it and remembered it.\u201d<\/p>\n<footer>\u2014 Micha\u0142 Nowakowski, co-director at CD Projekt RED<\/footer>\n<\/blockquote>\n<figure style=\"text-align: center;\"><img decoding=\"async\" style=\"max-width: 100%; height: auto;\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2025\/06\/15671-scale_1200-1749143015.jpg?strip=all&sharp=1&w=1200\" alt=\"The Witcher 3 was often compared to Skyrim upon release\" \/><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">The Witcher 3 was often compared to Skyrim upon release<\/figcaption><\/figure>\n<p>Ubisoft joined the race with their take on open worlds in the <em>Assassin\u2019s Creed<\/em> series. Around that time, gaming journalists dubbed open world \u201cthe main driving force\u201d behind game development. Studios and management caught the wind\u2019s direction, and the industry\u2019s gears started turning differently.<\/p>\n<h2>You Are Here<\/h2>\n<p>Today, what was once a breath of fresh air has become the standard. Any self-respecting AAA studio aims to deliver a game with an open world. What was once an exciting, ambitious concept has turned into a checklist item for investors. Sounds harmless, right?<\/p>\n<p>On the surface, yes. But creating a massive map isn\u2019t enough to keep the magic alive. Dots to clear on a map won\u2019t cut it. Beautiful packaging isn\u2019t enough\u2014you need meaningful content. And this is where the trouble starts.<\/p>\n<h3>Problem #1: Monotony<\/h3>\n<p>To have something to showcase, worlds grew bigger but also more monotonous. Ubisoft\u2019s games became the meme for this: utterly identical missions scattered across a huge map like crumbs on a dining table. And completing them is as thrilling as picking up those crumbs one by one.<\/p>\n<blockquote><p>\u201cFinding interesting quests in <em>Shadows<\/em> is hard. While <em>Assassin\u2019s Creed: Valhalla<\/em> showed a trend toward higher-quality side stories, here they took a step back. Almost every NPC asks you to collect something or kill someone: no mechanic experiments, minimal plot twists or fun stories.\u201d<\/p><\/blockquote>\n<p>And what\u2019s the point? Just to proudly claim \u201c200 hours of content\u201d? When most of it is dull grind resembling menial tasks, it\u2019s a blatant disrespect for the audience.<\/p>\n<h3>Problem #2: Emptiness<\/h3>\n<p>Let\u2019s consider another scenario. Developers build an open world again, this time enormous, following modern trends. If the studio resists Ubisoft\u2019s shortcut of filling the map with repetitive missions, another problem arises: emptiness.<\/p>\n<p>An empty world can have its charm, but most gamers find this off-putting. Developers themselves notice this.<\/p>\n<blockquote><p>\u201cThe bigger the scale, the higher the chance that this huge area will be empty. And that\u2019s exactly what players hate most: a huge open world with nothing to do.\u201d<\/p>\n<footer>\u2014 Producer Naoki Yoshida during work on <a href=\"https:\/\/console-classics.com\/ru\/video-games\/ultimate-resilient-armor-ffxiv-guide-for-maximum-defense\/\">Final Fantasy<\/a> XVI<\/footer>\n<\/blockquote>\n<p>Remember Final Fantasy XV? It had one of the largest maps in video game history, but the developers\u2019 effort didn\u2019t pay off: the world turned out far too empty.<\/p>\n<figure style=\"text-align: center;\"><img decoding=\"async\" style=\"max-width: 100%; height: auto;\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2025\/06\/15671-scale_1200-1749143002.jpg?strip=all&sharp=1&w=1200\" alt=\"Final Fantasy XV\" \/><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">Final Fantasy XV<\/figcaption><\/figure>\n<h3>Problem #3: Time and Money<\/h3>\n<p>Finally, open worlds demand loads of development resources. Even rushed, gigantic empty worlds consume lots of time and energy, meaning money too. This can hurt other game aspects: core mechanics, quests, story\u2014all the things that make players want to come back.<\/p>\n<figure style=\"text-align: center;\"><img decoding=\"async\" style=\"max-width: 100%; height: auto;\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2025\/06\/15671-scale_1200-1749143007.jpg?strip=all&sharp=1&w=1200\" alt=\"Only mega-projects like GTA 6 can afford both scale and depth\" \/><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">Only mega-projects like GTA 6 can afford both scale and depth<\/figcaption><\/figure>\n<p>If an open world built with tons of resources were truly deep and engaging, it\u2019d be worth it. But sadly, see problems #1 and #2.<\/p>\n<h2>Enough Chewing on Cactus<\/h2>\n<p>Honestly, every year it becomes clearer: not every studio can deliver a truly vibrant and interesting open world. Still, many keep trying\u2014probably because \u201cit\u2019s required,\u201d or investors believe only such a game can sell. But there are enough recent examples proving otherwise.<\/p>\n<p>Take Baldur\u2019s Gate 3, for instance. The game doesn\u2019t have an open world\u2014just large, well-filled locations packed with engaging content. They\u2019re <em>alive.<\/em><\/p>\n<p>Today, an open world by itself doesn&#8217;t add much to a game anymore. Maybe it once did, but those times have passed.<\/p>\n<p>That\u2019s why I want to urge developers to move forward. To make a lasting impression, it\u2019s better to add depth and meaning instead of just scale. Like <em>Clair Obscur: Expedition 33<\/em>: a fantastic product made by a small team because they knew where to focus.<\/p>\n<p>Of course, this doesn\u2019t mean all open worlds are bad. Take the upcoming <a href=\"https:\/\/www.amazon.com\/s?k=GTA+6+video+game&amp;tag=console-classics-20&amp;language=en_US&amp;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">GTA 6<\/a> \u2014Rockstar has the experience and resources to create a genuinely rich, living space. But that\u2019s the exception, not the rule.<\/p>\n<p><strong>What do you think about modern open world games? Share your thoughts below!<\/strong><\/p>\n<h2>FAQs<\/h2>\n<ul>\n<li><strong>How did open world games start?<\/strong><br \/>\nThey originated in the 1970s and 1980s with early games like <em>Elite<\/em> and <em>The <a href=\"https:\/\/console-classics.com\/ru\/video-games\/marios-appearances-in-non-mario-games\/\">Legend of Zelda<\/a><\/em> that offered players freedom to explore.<\/li>\n<li><strong>Why are modern open worlds criticized?<\/strong><br \/>\nMany have become repetitive and empty, filled with similar missions or vast but barren landscapes.<\/li>\n<li><strong>Does open world gameplay always require a massive map?<\/strong><br \/>\nNot necessarily; meaningful content and depth often matter more than sheer size.<\/li>\n<li><strong>What are some successful alternatives to open worlds?<\/strong><br \/>\nGames like <em>Baldur\u2019s Gate 3<\/em> use large, detailed locations instead of open worlds, focusing on rich content.<\/li>\n<li><strong>Will the open world concept disappear?<\/strong><br \/>\nIt might evolve or pause as studios realize not every game benefits from it, but mega-projects like GTA 6 will likely continue pushing its boundaries.<\/li>\n<\/ul>\n<p>If you enjoyed this article and want to stay updated on gaming insights, <strong><a href=\"https:\/\/dashboard.mailerlite.com\/forms\/880609\/116511075311027334\/share\">subscribe to our newsletter<\/a><\/strong> for fresh content delivered right to your inbox!<\/p>\n<p><aside class=\"affiliate-marker-disclosure\">*This post may contain affiliate links, meaning we earn a commission if you make a purchase through these links, at no additional cost to you.<\/aside><\/p>","protected":false},"excerpt":{"rendered":"\u041a\u043e\u0433\u0434\u0430-\u0442\u043e \u0438\u0433\u0440\u044b \u0441 \u043e\u0442\u043a\u0440\u044b\u0442\u044b\u043c \u043c\u0438\u0440\u043e\u043c \u043a\u0430\u0437\u0430\u043b\u0438\u0441\u044c \u0441\u0432\u0435\u0436\u0438\u043c\u0438, \u043d\u043e \u0442\u0435\u043f\u0435\u0440\u044c \u043e\u043d\u0438 \u0447\u0430\u0441\u0442\u043e \u043f\u0440\u0438\u0432\u043e\u0434\u044f\u0442 \u043a \u043f\u043e\u0432\u0442\u043e\u0440\u044f\u044e\u0449\u0435\u043c\u0443\u0441\u044f \u0433\u0435\u0439\u043c\u043f\u043b\u0435\u044e \u0438 \u043f\u0443\u0441\u0442\u044b\u043c \u043f\u0440\u043e\u0441\u0442\u0440\u0430\u043d\u0441\u0442\u0432\u0430\u043c, \u043f\u043e\u044d\u0442\u043e\u043c\u0443 \u043f\u0440\u0438\u0448\u043b\u043e \u0432\u0440\u0435\u043c\u044f \u043f\u0435\u0440\u0435\u0441\u043c\u043e\u0442\u0440\u0435\u0442\u044c \u044d\u0442\u0443 \u0442\u0435\u043d\u0434\u0435\u043d\u0446\u0438\u044e.","protected":false},"author":1,"featured_media":15679,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"ilj_linkdefinition":["OpenWorld","GameDevelopment","AAA"],"csco_display_header_overlay":false,"csco_singular_sidebar":"","csco_page_header_type":"","footnotes":""},"categories":[133],"tags":[2503,432,1778],"class_list":["post-15671","post","type-post","status-publish","format-standard","has-post-thumbnail","category-video-games","tag-aaa","tag-gamedevelopment","tag-openworld","cs-entry"],"aioseo_notices":[],"_wp_attachment_image_alt":null,"hp_date":null,"hp_developer":null,"hp_verified":null,"genre":null,"hp_shop_url":null,"hp_cheat_codes":null,"hp_images":null,"ru_content":null,"ru_title":null,"ru_description":null,"_thumbnail_id":"15679","ilj_linkdefinition":["OpenWorld","GameDevelopment","AAA"],"_aioseo_title":"Opinion: It\u2019s Time for Games to Move Away from Open Worlds - Console Classics","_aioseo_description":"Open world games once felt fresh but now often lead to repetitive gameplay and empty spaces, making it time to reconsider this trend.","_aioseo_keywords":[],"_aioseo_og_title":"","_aioseo_og_description":"","_aioseo_og_article_section":"","_aioseo_og_article_tags":[],"_aioseo_twitter_title":"","_aioseo_twitter_description":"","aioseo_head":"\n\t\t<!-- All in One SEO Pro 4.9.7.2 - aioseo.com -->\n\t<meta name=\"description\" content=\"Open world games once felt fresh but now often lead to repetitive gameplay and empty spaces, making it time to reconsider this trend.\" \/>\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" content=\"architeg\"\/>\n\t<meta name=\"p:domain_verify\" content=\"7b42cae16ee426a2836ff2a5c8f6baab\" \/>\n\t<meta name=\"yandex-verification\" content=\"b8903d5bb0a61831\" \/>\n\t<link rel=\"canonical\" href=\"https:\/\/console-classics.com\/ru\/video-games\/opinion-its-time-for-games-to-move-away-from-open-worlds\/\" \/>\n\t<meta name=\"generator\" content=\"All in One SEO Pro (AIOSEO) 4.9.7.2\" \/>\n\n\t\t<meta name=\"zen-verification\" content=\"WK5DmqcD3r6y4DnH2D2SBIVgpSsI5pKBSPLgTh09gEDnOj3Nx7oLoaZxBiql6MFg\" \/>\n\t\t<meta property=\"og:locale\" content=\"ru_RU\" \/>\n\t\t<meta property=\"og:site_name\" content=\"Console Classics \u2013 Your Hub for Geek Culture \ud83d\udc7e\" \/>\n\t\t<meta property=\"og:type\" content=\"article\" \/>\n\t\t<meta property=\"og:title\" content=\"Opinion: It\u2019s Time for Games to Move Away from Open Worlds - 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I'm Valeriy, the geek-in-chief here. I\\u2019ve got a passion for all things nerdy, especially the stuff that takes us back to the good old days. Whether it\\u2019s retrogaming, TCGs, or building the latest Gunpla model, I\\u2019m here to share the love with fellow enthusiasts. My Geeky Beginnings My journey started at the University of California, Berkeley, where I balanced my studies with my love for video games and anime marathons. While others were hitting the books, I was diving deep into the world of 8-bit classics and trading cards. Running the Show at Console Classics These days, I\\u2019m the proud owner and chief content creator at Console Classics. My job? To bring you the latest and greatest in geek culture. I write, edit, and manage all the content you see here, making sure it\\u2019s not only fun but also packed with reliable info. Hands-On Expertise From playing retro games until the early hours to meticulously assembling Gundam models, I live and breathe this stuff. 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