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Free-roam Friday - Let's discuss free-roaming and open-world games
Hello all, hope you're doing well. It's the weekend again, and that means that a lot of us have some free time on our hands. And some of my favorite things to do with my ever-shrinking free time is dive into a large game world and just explore. With that in mind, I thought we could start a little conversation about free-roaming video games, and open-world games in general.
Some thoughts to ponder:
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What are some of your favorite free-roaming titles?
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What keeps a free-roaming or open-world title from getting boring?
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What are some of the more unique ways to populate a large game world?
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*Is Just Cause 2 the best free-roaming game ever? The answer may surprise you!
My all-time favourite open world game has to be Pirates!, specifically the original 1987 version for Commodore 64. Over the last 30 years, I have spent countless hours within its beautifully pixelated version of the Caribbean. In fact, recently I have had an itch to hoist the mainsail once again and dive back in, so it's been on my mind these days. I just need to find the time.
Pirates! is not only an absolutely brilliant game but also a wonderful and memorable experience that any gamer should experience at least once. You start off as a privateer for one of the European nations that were colonizing the Caribbean at the time. You can also choose the year when your story begins and this determines the kind of Caribbean that you find when you first sail out -- the earlier your starting point, the more dominated by Spain the area is.
Not much more is predetermined, however. The world around you is alive, with the diplomatic relations between the major nations evolving dynamically and unpredictably, different from game to game. You have to constantly adjust your plans based on those changes -- that is, if you want to take part in these colonial conflicts. You don't have to, but ignoring them completely and becoming a fully rogue pirate will make the game considerably more difficult.
Still, in the end, what you do is really up to you. You can for instance make it a goal to gain as many titles from as many countries as possible, which you can accomplish by helping the four colonial powers in their war efforts against each other. Or you can forget the wars and seek to find treasure, including some legendary Inka ones, by gaining possession of pieces of maps that can guide you to those riches. Many of those maps can be acquired from some pretty seedy characters in the murkiest corners of the saltiest seaside taverns, but only if you have the necessary coin. Your family is also missing, so you can spend your time looking for them. Again, some peculiar characters in rundown port taverns will be of help there, giving you information about some notorious pirates who may or may not know something, and who you then need to hunt down. Or, you can just concentrate on the good old pirate life, attacking ships, sacking towns, and perhaps even hunting down the legendary Silver Train and Treasure Fleet. Or, you can try to find a suitable wife for yourself and make her fall in love with you (sorry, no female pirates or same-sex romancing here), the more beautiful the better of course.
During a normal game, you end up doing a little bit of this, and a little bit of that.
As in life, there is no real fixed ending in the game, but as the time passes your character gets older, and with age the game starts to become more difficult. You will start to have trouble convincing free sailors to join your crew. Likewise, it will become more difficult to prevent mutinies among the crew that you already have. And even more importantly, your body starts to deteriorate, making sword fights harder. In the end, you are kind of forced into retirement by the fact that the world around you simply is no longer as easy to deal with as it was when you were younger. When you make the final decision to retire, your career and game ends and you live the rest of your life happily in prosperity... or not, determined by your accomplishments during the game.
But the point is, you can't really do everything, as you just don't have the time. There is also no singular goal to pursue, either. You do what you feel is most important, that speaks to you. And by necessity, you leave other things undone. This, for me, is the ultimate freedom in a free-roaming game.
The gameplay itself is a collection of a range of game mechanics.
There is the open world map that lets you sail across the Caribbean (you need to take wind patterns into account) and hike on its various land masses. While doing so, sometimes you come across other ships and you can make the tactical decision to leave them be, to exchange news, or to attack them. If you choose the last mentioned, a tactical real-time combat ensues where you need to manoeuvre your ship based on the prevailing winds (which can change) to gain an upper hand in the battle and to aim and time your cannons accurately. Your strategy will also be determined by your ship -- there are nine different ship types and while your fleet can have several ships in it, you have to choose one for the combat and it's usually good to have at least one fast and agile combat ship in your fleet, together with cargo ships where you can transport your plunder.
These battles typically end with you boarding the enemy ship (or them boarding yours!), and a sword fight ensues. The fencing is tactical, testing your cunning as well as your reflexes. You have half a dozen attacks and half a dozen parry manoeuvres at your disposal. Before the fight, you can choose your weapon from three different swords, your choice based on which type of a strategy you want to pursue. As you fight, your ship's crew is also fighting the other ship's crew in the background, and that fight influences your man-to-man sword fight with the enemy captain. The better your crew does, the easier it is for you to make the enemy surrender, and the better you do, the higher your crew's morale. And the other way around, of course. If you lose the battle, you are typically captured. Which means that you get older while doing nothing else than rotting in a jail somewhere. Not good.
You can of course also sail your ships into towns, of which there are about fifty, depending a bit on the era that you selected at the beginning of the game. These towns are more or less historically accurate. Once there, you can typically visit the governor for some diplomacy, to ransom some prisoners, and of course to check out his lovely daughter, if he has one. You can always go to the local tavern where you can hear the latest news and rumours (sometimes very important), hire some new crew (it's a constant balancing act between too many mouths to feed and too few men to threaten bigger ships and towns), and meet some shady characters (maps, information, whatnot). You can trade with the local merchant to buy supplies or to sell goods that you have plundered (or you can also just play as a trader and buy where things are cheap and sell where they are pricey -- the game is not called Traders! but it could be). You can also get your ships repaired, which is a good idea to do if you have taken a broadside or two. When in town, you can also choose to divide your current plunder among your crew -- and you actually need to do this periodically or the members of your crew become increasingly unhappy and the likelihood of mutiny increases, which in turn will lead into internal conflict and sword fights against the mutineers. However, when you divide the plunder, the game advances and becomes more difficult. It's a neat little balancing mechanic.
Instead of visiting them, you can also attack towns, either by sea or land. If you attack by sea, you will need to navigate your ship into the harbour while dodging the town's cannons. If you attack by land, you do so through a land-based strategy game where you need to use the environment to your advantage. Either way, once you get into the town, you end up with a one-on-one swordfight with the commander of the town's forces, while your crew battles the city's soldiers. It's similar to the swordfight that you have when boarding enemy ships.
If you manage to successfully raid a town, there is a possibility of it surrendering completely. When it does so, you decide which colonial power should gain its control. It's a great feeling when you have accomplished the conversion of a large area of the Spanish domain into, for instance, Dutch control. But it's pretty difficult, too. And sooner rather than later, there will be a number of fierce pirate hunters at your heels. They are pretty serious threats, too. When that happens, you may want to lay low for a while. Maybe go find that long lost sister of yours of whose whereabouts you have recently heard rumours about. Let things quiet down.
I had (pardon me) a pirated copy of the game back in the late 80s, so I didn't have the map that comes with the game. So for me, the game has also always been very much about exploration. Every time I started a new game, I started it by tracing the outlines of the Caribbean onto a paper, and then as I found each town, I marked it onto my map. The reason I had to do this from scratch every time was because between games I would typically lose the map that I had drawn earlier. And besides, the towns would be slightly different in different eras. Now, the result of this is that still today I can pretty accurately point where the fifty or so Caribbean towns featured in the game are. And because of this old habit, I still draw the map when I start a game, even if I now also have the actual map that came with the game.
Speaking of stuff that comes with the game, the manual, which I also didn't have back in the day, is over 80 pages long. While I do like the modern trend of teaching players as they play the game, there is certainly something to be said about good manuals as well. Like so many manuals of the era, the one that comes with Pirates! does not only tell you how to play the game, but also fleshes out the world and the era that the game takes place in. It's by no means necessary to read it (I played for over 20 years before finally even seeing a copy) but it's a wonderful little book and certainly enhances the experience.
The game's designer, Sid Meier, also made other great games. I loved his earlier Silent Service. You may also have heard of this little franchise called Civilization that started a few years later.
If you decide to try Pirates!, you have multiple versions to choose from. The original 1987 game was widely popular and therefore ported to pretty much every system out there that could handle it. It was later followed by Pirates! Gold for PC and some other systems in the mid-90s. In the early 2000s, a remake was released for consoles. There is also an iOS version, I think.
Still, I would highly recommend the original Commodore 64 version. The game play is largely the same across the different versions (the early 2000s version has a new dancing mini-game, but it's not very good). But in my opinion, the mood conveyed by the graphics of the original C64 trumps all later versions. It's more realistic, more gritty, more real than the game's later more polished and quite cartoony incarnations. With the C64 version, I can smell the salt.
If you have never played Pirates!, do yourself a favour and give it a try. I had played what you would call open world games before it (Elite and the Ultima series come to mind) and I have definitely played and enjoyed many since, but I can't think of an open world game that I would love more, that would be so perfectly designed and so wonderfully balanced between game mechanics and the sheer immersion in its choose-your-own-story mechanisms. It's an absolute treasure of a game.
I tried JC2 and quit 10 minutes in. For some reason I hated the main character with a passion.
Games with free-roaming aspects I liked were older Grand Theft Auto games (Vice City in particular), the best GTA game ever: Sleeping Dogs (I don't care it's not an official GTA game) and RPGs like the Zelda series, Final Fantasy 7-9 (although I dislike the random encounters if you want to focus on the story) and I really spent a lot of time in pre-Cataclysm World of Warcraft.
Great open world games have something to discover in unexpected or remote places. I haven't played it myself yet, but the Witcher 3 seemed to have nailed this, from what I've seen. And it really helps to have diverse gameplay mechanics, rather than grinding through a rather limited gameplay loop.
The Witcher 3 is an absolute masterpiece. For some reason I just remember seeing the commercial one day and thinking that it looked like a fun game. So I strolled over to GameStop one day and thought about pre-ordering it. I looked up GameSpot's review on it, and found out that it got a 10/10. Preordered on the spot. Even better...I ended up finding out when I went to pick it up that it released much earlier than the standard midnight Eastern Time. Such an incredible work...
I think the best memories I have with free-roaming in games are from San Andreas, Breath of the Wild, and World of Warcraft (circa, like, 2008?). The care put into far-off places was what grabbed me -- the incentive has nothing to do with gameplay rewards. Rather, it's the sense of human involvement in a living world without regard for the game itself. Things like loads, quests, and so on really take away from my enjoyment of that kind of thing.
To illustrate via contrast, I thought that Horizon: Zero Dawn had a marvelous world, and the memories into the past added a lot of feeling, but it had a vibe of "joined up gameplay zones" -- that is, the world itself seems to serve the gameplay, rather than the game simply inhabiting that world. Meanwhile, Witcher 3's world was probably the best I've seen, with ash on the wind so skillfully evoking a place undergoing deep change... but it was segmented up into chunks that gave exploration a sort of phatic quality that took me out of it.
What frustrates me about these kinds of games is that we've had sandboxy (with a big range of what that word means) open world games done reasonably well in 3D for ~18 years now as well as an entire overlong console generation of them being the norm, but open worlds are still being treated as big features on their own rather than just as another kind of game.
There's so many games where the main selling point is still "you can go anywhere and do what you want!" and I don't know about anyone else, but I'm so bored with these that I can hardly stand it. Large open empty spaces with nothing to do for the sake of size and poorly implemented story content that's so cut off from whatever fun actually could be had in that open world as well as being stripped back because the open world is supposed to be the main attraction, leaving neither fully developed. Ubisoft and Rockstar and everyone doing what they do are stuck in such dull patterns that we should've broken out of years ago, but they continue to sell well and get heaps of critical praise so I don't see any hope...there doesn't really seem to be any force pulling against the Witcher 3s and GTA Vs of the world.
You can still do a game based on player freedom in a huge open world and have it work out...Breath of the Wild did an excellent job at giving the player tools and a world that create really wonderful emergent gameplay and fun that feels natural instead of trying to spread a scripted game over a space that it isn't built for. Some open world games hold up for me years later after the scope of the world is no longer impressive, like the 3D Fallouts and Elder Scrolls games (though some are painfully limited...playing Morrowind in the current year really does call into question its classic status even though there's still fun to be had), because those games have a lot of other things going for them, even with the obvious flaws. The world of a game like New Vegas is there in service of other things like the meaningful decision making, faction struggles, and roleplaying opportunities...and that works so much better.
I'm not impressed by big worlds anymore and they don't make a game fun, interesting, or engaging. Scale moving up can do some great things (we haven't had games even TRY to meaningfully replicate urban centers...can you imagine a game city that actually feels like being in a city?), but games can't even put enough shit to do in the worlds they have now. Argh.
Yeah, I think I got in a bit of a fight here because I was really not feeling that. I didn't expect to, though, I don't like CDPR and I get defensive over my cyberpunk.
You're totally right about DF, that's one of the few cases where it's so consistently ahead of everything else that being impressive really can be enough, I've just also fallen out of love with a lot of simulation type things as well, even the more gamey ones like Rimworld. I don't think that's a core design flaw or something there, just not something I can make room for in my brain anymore.
Wake me up when something beats the scope and grandeur of Ultima Online.
Dozens and dozens of skills from the ability to use bandages and make camp fires to magic, blacksmithing, or fencing.
You want to get good? You practice.