10 Things Open-World Games Need To STOP DOING

Why is the story always the worst part?

By James Metcalfe /

There's something special about open-world games.

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In many ways, they embody the fundamentals behind why gamers invest so much blood, sweat and (occasionally) tears into their favourite titles. These huge worlds come jam-packed with a near-endless supply of characters, quests, interactions and points of interest that hook our imaginations.

The lack of restraint through a linear progression path also means players are free to immerse themselves however they choose.

And, with so much time living in these games, it's common for gamers to not only know their ins and outs mechanically but also end up with a better understanding of their geography, politics and customs of these worlds rather than their worlds in real life.

But, through a combination of demands from publishers and overly-done features, there are some things these games do that we just can't stand. Rushed releases, filler content and impossible achievements are all some of the worst offending examples, but what other features do open-world games NEED to stop doing?

10. The Main Story Being The Worst Part

Whilst on Skyrim, why is it that the main storyline is so often the worst one in open-world games?

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It makes sense that a lot of the time the main questline has to be more typical in how it is presented, reflecting the game's landscape, and having the player get from point 'a' to point 'b'. But, usually against the armada's worth of quirky side missions they play along the way, the main quests can sometimes feel like all the creativity was sapped out of the writer's room when it came to making them.

And the amount of padding the main storylines can insist upon is another part of the genre that can get in the bin.

Some titles will insist a player reaches a certain point before missions are allowed to be played, whilst a game like Assassin's Creed Valhalla demands players conquer every single country before the true ending is revealed.

With so much already to do in them, open-world games are the last titles that need to be concerned with padding things out.

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