RandomStranger wrote on 2022-11-01, 18:36:
Ensign Nemo wrote on 2022-11-01, 18:14:
I noticed that a lot of the choices are the earliest 3D open world games. When the technology finally allowed for these types of games, we were spoiled with some really immersive worlds. I also think that the writing was better back then, so I doubt that I will get as immersed in anything coming out today.
To me it appears the majority is more like mid-2000s games. GTA Vice City, Half-Life 2, GTA4 Fallout 3, World of Warcraft, Shadow of the Colossus, Dead Space, Mass Effect and most of what I mentioned are all between 2003 and 2008. And even the older ones are mostly from around 1998-2001. I'd assume it's more like most of us replying are in our early-to-mid 30s and these are the games of our teenage years.
It's hard to detangle nostalgia from any attempt at assessing objective quality. But I do think the relatively open world games, or at least games with significant nonlinear segments, mentioned above are better than the typical Ubisoft open world schlock. They were more varied, and less compulsive. Open world games in the Ubisoft model, which is most of them, just deluge you in a minimap full of icons. Hours and hours of busywork to clear. The entire structure of the game around about trying to get you to lean into the compulsiveness of it. Compulsiveness over fun by a mile, given how tedious and rote many of the minimap icon tasks are. The only benefit they provide you is going away.
I think about my time in GTA, and I remember getting into shenannigans for the pure joy of it. Finding an area of the city where I knew I could find a really fast car, and trying to make huge jumps with it. Seeing how much heat I could get on me, and still escape, just for the fun of it. The mayhem you could cause was a joy in and of itself. Although I guess the game was still littered with collectibles. But they weren't constantly nagging me to get more, and I barely remember what they did, so I didn't care. I did feel compelled to complete all the side missions, and some of them were a real doozy. But they felt relatively constrained in number compared to the hundreds an average Ubisoft game is padded out with today. The worlds in these older games also had odd environmental story telling flourishes that served almost no direct gameplay purpose. I appreciate those. These days there seems to be no slack in the world design of a game, and absolutely every nook and cranny must serve some tedious spelled out purpose, devoid of wonder.
I think that's a large part of my problem with a lot of modern games. The compulsiveness of them. Even if they have every bit as much emergent gameplay, that could be fun just for the sake of fun, they ruin it with all the compulsive aspects. They tie the collectibles to in game upgrades. They tie the unfun side quest to faction scores or some other overall progress number. And whatever fun the game has on offer, gets psychologically overshadowed by all the compulsive stuff they keep trying to get you to do. It's like they don't even have faith that the fun is enough. Tetris never needed meta progression.
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