9 Ways All Open-World Video Games Are Starting To Suck
1. Player Freedom Can Often Ruin Immersion
Open world games have always championed the ability for player choice, but sometimes giving the player too much freedom in how they interact with the game can end up not meshing with the characters and story that a game is focused on.
The most recent example of player freedom jarring with a game's story was probably Watch Dogs 2, where, like most games, you're able to use a variety of different weapons to blast your way through every one of the title's main missions.
Thing is, Watch Dogs 2's main cast are never shown to use any guns in the plot, never mind murdering hundreds of people in cold blood. Neither the story nor the gameplay needed guns, and consequently the decision to let players use weapons to solve every situation didn't align with a narrative that was all about hacking and stealth.
It's just one example, but it's probably the most obvious evidence that just because a game can give the player the freedom to tackle scenarios how they want, doesn't mean that they should.