PorkyThePaladin
Arcane
- Joined
- Dec 17, 2013
- Messages
- 5,333
A lot of us hate Ubisoft and everything it stands for in the context of open world games, but despite that, more and more open world games seem to be incorporating elements of the Ubisoft approach. So given that, I wanted to start a thread that looks into this in more depth:
1. What exactly is the Ubisoftness of open world games?
2. When did it start exactly?
3. What games have adopted it into their own design?
4. Is adopting it an automatic death knell for the quality of the game?
1. What exactly is the Ubisoftness of open world games?
I would love to hear other people's definitions of this, but to me, it's two (somewhat related) things:
1. The strong feel that nothing you do has any meaning whatsoever. You clear a guard post, it respawns back a minute later, you complete some checkmark on the map, nothing changes in the actual game.
2. The work-like approach of having gameplay consist of completing various checklists, clearing up marks on the map, etc.
2. When did it start exactly?
Far Cry 1 was made by Crytek, but by Far Cry 2, Ubisoft took over development with one of their internal studios. The game was probably the first example of the first point of lack of meaning. Everyone complained about respawning guard outposts, and the whole structure of it was you working for 2 enemy factions in an African country, except they would alternate giving you missions, ignoring the fact that you just worked for their enemy, and during all missions, both factions would turn against you. For the record, Far Cry 2 came out in 2008.
For checklist approach, it might be a little harder to nail down. Far Cry 2 didn't really have it yet, as it had a fairly minimal map and UI. They definitely had it by open world Assassin Creed games (Origins, Odyssey, Valhalla), so as far as I can tell it happened somewhere between 2008 and 2017 (Origins). It was probably invented in one of the later Far Cry games (Far Cry 3 or 4, or maybe something like Watch Dogs).
3. What games have adopted it into their own design?
All Ubisoft open world games have it, obviously, Origins, Odyssey, Valhalla, Far Cries, etc. But so do a lot of other open worlders these days, to some degree. Zelda: Breath of the Wild and Tears of the Kingdom have Ubisoft-style towers that uncover areas, and sort of "generic" enemy camps that you have to clear out. Witcher 3 had generic bandit camps and monster nests as well, that appear after visiting a local job board and show up as markers on the map, to be cleared. Mad Max also has a similar structure, with balloons instead of towers, but otherwise, map markers, generic stuff to clear out or complete, the works.
On the flip side, Piranha Bytes open world games have never had anything like this (whether they were good or bad), nor did Bethesda's. Kingdom Come: Deliverance is also an example of an open world game without any generic type content.
4. Is adopting it an automatic death knell for the quality of the game?
This is where nuance comes into play. In the big picture, of course, all elements of the Ubisoft approach point in the direction of the decline. So ideally, open world games should stay away from them. But I would argue that incorporating them into your game is not an automatic stamp of doom. The problem with Ubisoft games is they are all about those elemenents (lack of meaning, generic checklist content, etc). But when other companies make games that incorporate some of these things, the degree of decline can be significantly different.
For example, with Witcher 3, the generic bandit camps/monster nests are offset to a large degree by the meaningful writing and atmosphere and quests. So in this context, you can think of the Ubisoft-style generic stuff as extra padding and filler on top of the non-Ubisoft meaningful stuff. Similarly, with the new Zelda games, there is enough original and immersive gameplay and locations to offset the more generic stuff, and provide a deeply meaningful experience.
Thoughts?
1. What exactly is the Ubisoftness of open world games?
2. When did it start exactly?
3. What games have adopted it into their own design?
4. Is adopting it an automatic death knell for the quality of the game?
1. What exactly is the Ubisoftness of open world games?
I would love to hear other people's definitions of this, but to me, it's two (somewhat related) things:
1. The strong feel that nothing you do has any meaning whatsoever. You clear a guard post, it respawns back a minute later, you complete some checkmark on the map, nothing changes in the actual game.
2. The work-like approach of having gameplay consist of completing various checklists, clearing up marks on the map, etc.
2. When did it start exactly?
Far Cry 1 was made by Crytek, but by Far Cry 2, Ubisoft took over development with one of their internal studios. The game was probably the first example of the first point of lack of meaning. Everyone complained about respawning guard outposts, and the whole structure of it was you working for 2 enemy factions in an African country, except they would alternate giving you missions, ignoring the fact that you just worked for their enemy, and during all missions, both factions would turn against you. For the record, Far Cry 2 came out in 2008.
For checklist approach, it might be a little harder to nail down. Far Cry 2 didn't really have it yet, as it had a fairly minimal map and UI. They definitely had it by open world Assassin Creed games (Origins, Odyssey, Valhalla), so as far as I can tell it happened somewhere between 2008 and 2017 (Origins). It was probably invented in one of the later Far Cry games (Far Cry 3 or 4, or maybe something like Watch Dogs).
3. What games have adopted it into their own design?
All Ubisoft open world games have it, obviously, Origins, Odyssey, Valhalla, Far Cries, etc. But so do a lot of other open worlders these days, to some degree. Zelda: Breath of the Wild and Tears of the Kingdom have Ubisoft-style towers that uncover areas, and sort of "generic" enemy camps that you have to clear out. Witcher 3 had generic bandit camps and monster nests as well, that appear after visiting a local job board and show up as markers on the map, to be cleared. Mad Max also has a similar structure, with balloons instead of towers, but otherwise, map markers, generic stuff to clear out or complete, the works.
On the flip side, Piranha Bytes open world games have never had anything like this (whether they were good or bad), nor did Bethesda's. Kingdom Come: Deliverance is also an example of an open world game without any generic type content.
4. Is adopting it an automatic death knell for the quality of the game?
This is where nuance comes into play. In the big picture, of course, all elements of the Ubisoft approach point in the direction of the decline. So ideally, open world games should stay away from them. But I would argue that incorporating them into your game is not an automatic stamp of doom. The problem with Ubisoft games is they are all about those elemenents (lack of meaning, generic checklist content, etc). But when other companies make games that incorporate some of these things, the degree of decline can be significantly different.
For example, with Witcher 3, the generic bandit camps/monster nests are offset to a large degree by the meaningful writing and atmosphere and quests. So in this context, you can think of the Ubisoft-style generic stuff as extra padding and filler on top of the non-Ubisoft meaningful stuff. Similarly, with the new Zelda games, there is enough original and immersive gameplay and locations to offset the more generic stuff, and provide a deeply meaningful experience.
Thoughts?