
Is a game's open world becoming more of a selling point as opposed to an integral part of the game?

All available May 5.
I think the only game here for me is Nine Sols. Was always interested in that game.
Good month for me, I wanted that particular footy game and thought it might be due. Anyway who cares, shame about the site I'll miss the comment sections. All the best everyone.
Naughty Dog was reportedly divided on the controversial fate of Joel in The Last of Us Part 2 during the game's development.
I think it was good decision, if he was still alive, he would have been a mascot just like Kratos, drake and many others. These old dudes gotta die for new characters to take center stage with their own storyline. They keep dragging the emotional baggage into many sequels and eventually the story just turns into absolute shit show.
Honestly as much as I loved the game, they could have just not killed him off.
I get it creator vision and all but killing a character that made you millions is just wrong imo. At least have him go down fighting.

Square Enix launches Final Fantasy X 25th anniversary site, revealing new Nomura art, books, music releases, and merchandise.
Look I know VIII has its issues and all that but how on earth can the do big anniversary events with new artwork and merchandise for VII, IX and X yet VIII got sweet f*** all.
They could have given it something during its 25th anniversary yet all it got was a single Happy Anniversary post on their social media.
All too true. If we were to play every game out there today, for as much time as people want us to play them, we'd need four extra months, and nothing else to do.
Part of me fears that this will one day cause another crash. Kind of the opposite of the ET phase, where all these quality games are coming out and nobody has time to play them, so they never sell what they are expected to. Heck that happens now. Didn't the most recent Tomb Raider, despite being good, translate as a "failure" due to sales?
I know that Hollywood busts out a million movies, and I don't watch all of them, but there are some good indie gems that get drowned out by big tickets. I just wish people would chill...tolerate some awesome graphics without having to press forward....offer a game at $10 cheaper that doesn't require 80 plus hours of life. Then the burnout won't hit in as much. A game can be fun without the huge length. Heck, how many people still put in Super Mario 1? Quality vs. quantity.
Look...
I'll only say this... Last year MGSV came out... I played more then 120 hours of it. Wanna know what I remember from these 120 hours of play ? The most recurring memory I have is when I realised I have no other way to complete a mission objective, unless I have a kid-sized fulton to get that one kid off the tower near the ruins you fought Quite before in... And then I had to grind materials and shit to acquire it... This is the very first memory that jumps into my mind when I remember my experience with MGSV, the second one being the awkward "dramatic jeep-ride with Skullface"...
Now... I played and cleared MGS3 for at least 20 times in my life. At the very least. I wrecked MUCH more hours in it then in MGSV. And you know what ? I can fucking recollect every single word characters say in the cutscenes, I remember perfectly each and every trick you can use against bosses in the game, I remember the location of each and every weapon and item, save the Kerotan frogs, I remember it absolutely perfectly.
What I am trying to say is that having "freedom" in these big open worlds is sometimes not at all a good thing.The examplify my point try to imagine a glass of beer, it's cool, it's tasty and refreshing, makes you feel mighty drunk and happy, right ? This is basically MGS3. Now, let's pour it into a bathtub of water... This is MGSV.
My point: not every game needs open worlds and shit, a much more condenced experience will hit much harder every time it hits.
Bottomline: not every game needs to be open world.
The issue, at least as I see it, is twofold. One, stop trying to force games to be open world. Some concepts and stories work well and some don't. Two, stop creating large worlds for the sake of large worlds. There has to be something compelling about the world for most people to want to see it all. What we need is more openness in terms of experiences in these open worlds. GTA V does a good job of allowing different things to do in a large world. But, even it could be much better. I want to feel like I am just part of the open world and that...somehow...when I'm not there it's not just waiting for me to interact with it. It's actually continuing on. It doesn't have to be persistent, it just needs to feel alive and functional all on its own.