Assassin’s Creed Origins: 10 Things Ubisoft Must Learn From Other Open-World Games

7. Size Doesn't Matter - Shadow of Mordor

Shadow Of Mordor Nemesis
Bethesda

Games function as an escape from the real world just as much as other forms of entertainment. So no one wants to sit down and play a game only to find it to become a chore. The previous few Assassin's Creed games had admittedly massive maps but little to no substance in them (as previously mentioned in the last point) making getting from mission to mission a tedious commute.

And so it's important to remember the fact that a more compact and concise map packed to the brim with content can be far more beneficial than a massive sprawling landscape with small pockets of game-play spread thinly across them.

Shadow of Mordor is the prime example, considering how excellently they managed their world space. The two maps they had, whilst relatively large, were self-contained enough to be exciting and packed. Crossing the map never felt tiresome and doing so often afforded a multitude of encounters with new orc captains.

The game either has to take one of two directions: Create a small compact world like Shadow of Mordor or create a vast explorative land like Skyrim. Either one fits the Assassin's Creed mantra, but it's important that they only focus on one and learn from a singular example. Trying to mash both mentalities together will only end in tears.

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I like video games, writing and writing about video games. Expect sarcasm and the dry wit of a Brit. And the occasional rant of a unhappy Scot. You know... the usual.