Open-world games like Skyrim are a thing of beauty, elegance, and constant traveling that can sometimes make you want to throw your controller at the TV. The sheer prevalence of certain open-world game mechanics are enough to drive any player insane.
RPGs can be some of the best games available, but most end up with features that feel more time consuming than they could be. Why would you need to climb a hundred towers in the first place when a map would suffice? Take a harder look at the next open-world game you play and realize how aggravating they can be.
10 Ending The Game Early
Legend of Zelda: Breath of the Wild was an amazing feat for Nintendo. They took Link to new heights, both figuratively and literally, but there is something bad about a game this large that can be beaten in six minutes. Zelda isn’t the first game to fall victim to this outrageous mechanic, but it is certainly the most notable. Some players want to have a little substance and not a challenge to see who can beat the game the fastest.
9 Collect-a-thon
Did you see that shiny pebble over there that wouldn’t have much value in the real world? Well, you need about twenty more of those to unlock this achievement. How about those Mongol artifacts? One of the most recognizable recent releases, Ghost of Tsushima, is guilty of this next sin. Who wants to run around and collect a ton of artifacts just to say they did it? Take a look around at other various open-world games. It is more common than you might think to have the player run around and collect meaningless objects just to gain an achievement or a small token of appreciation.
8 The Towers
Ubisoft is guilty of creating one of the most annoying mechanics in open-world games. Other franchises have taken advantage of the tower system that appeared in Assassin’s Creed, but here is a simple question; wouldn’t a map suffice? It can be understood when the towers mean something to the game like in Far Cry 3. Taking out the radio towers is a key strategy to help take down a dictator, but shouldn’t at least some of them have staircases? What dictator cares so much about their radios that they would send their goons to take down every staircase across an island?
7 It’s The Never-Ending Story
Skyrim is probably one of the best games to come out over the last decade, but it also has the capability to go on forever. Some of the missions are never-ending and can make the game feel like it will go on until the Earth finally stops rotating and life ceases to exist.
Fallout 4 has the same issue when it comes to helping the other survivors. Can someone tell Bethesda and any other game studio who uses this mechanic to finally make it stop?
6 A Surplus Of Sides
Think of the main story of any open-world game as the main course. The great dish that you have been waiting for after your appetizer has come and gone. Now think of the side missions as the french fries you get with your burger, the only problem is that they don’t stop coming. This is great for a while but eventually, you stop focusing on your main course and it becomes all about the fries. Some open-world games like Horizon: Zero Dawn have a mechanic that spawns side missions at random as you walk around. This is great until you realize that you have completely forgotten about the main story and when you return, you have completely forgotten what the story was even about.
5 Fetching Everything
Fetch quests can be the bane of anyone’s existence. Everyone knows the type of quest where you need to get an item for someone that is often rather far away and return it to them lickety-split. These quests can get annoying real quick and are often one of the biggest types of missions in open-world games. These missions could easily go away and nobody would notice. They feel more like filler than anything else. Plus, why is it there are always a ton of people who can’t seem to go get anything themselves?
4 Constant Repetition
Assassin’s Creed and many other games have fallen victim to repetitive quests that seem to never end. How many times must we follow someone to gain intel? How many times must we go assassinate a target? Ubisoft really knows how to keep padding a game up with the same types of quests, but it’s not the only one. Other games like Watch Dogs use the same mechanic. With a lack of variety in quests, it’s no wonder why they can feel repetitive and become a boring mess.
3 Sneaky Greenery
Open-world games have a common sneak element that allows you to hide from enemies and assassinate them from the shadows. It has become a trope, however, that you hide in tall grass or some type of greenery that, even sometimes, doesn’t look like it belongs. Think about Horizon: Zero Dawn, Ghost of Tsushima, and any Far Cry game.
While there are some areas that you can hide that set them apart from one another, they all share the large greenery aspect that can be used to hide from enemies even if they are right in front of you.
2 Out Of Bounds
Open-world games have made some big promises over the years with the capability to go here and there without any restrictions on ways you can approach a situation. This all sounds too good to be true at times, and for good reason. There are often missions in these games that require you to approach a target or an area. Now imagine you have found that amazing vantage point and are ready to make your approach, then the out of bounds text appears across your screen. Why do these games hype up their expansiveness if they are going to confine us to rules about when and where we can strike?
1 Difficulty Scaling
A great example of open-world games are the ones that don’t require you to constantly upgrade all of your gear to beat the game, but for those that do, there is a problem that needs to be addressed. Enemies tend to never increase in difficulty, but rather become beefier than they were before. That enemy with the minuscule health bar at the beginning of the game has made his return at the end with the same attack patterns that come with increased damage and health.
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