![]() ![]() Let’s be honest, most maps aren’t that hard to traverse either. Whenever a new open world Ubisoft or CD Projekt Red game is announced, the first thing I want to know is its location and size. ![]() I’m that guy that sees a big empty space and has to find out if there’s anything behind the rocks at the end of it (damn it Sucker Punch, why’ve you gotta hide the banners there?). Also, have you ever been for a walk in a park? Do you venture off the beaten path much? At all? Can’t you just observe the huge empty space and appreciate its vastness? I’m glad AAA publishers are obsessed with big open worlds because I want them to be bigger. There are locks on doors to keep out people like you. People argue silly things like “I’d rather a smaller world where I can enter every building” or “There was a huge empty space with so much room for activities, but there weren’t any.” Well, guess what buck? You can’t enter every building in real life. There’s a reason why the Mario Galaxy and Odyssey games are higher rated and more well received than the New Super Mario Bros. There’s a reason the Mario games switched to open world in the Nintendo 64 era. An adventure is not judged by your reward upon completion but by the events you experience along the way. To become someone (or something) else, if only for a moment. Let’s be honest, we all play games to escape our real-world responsibilities. Open worlds are the best way to give the player a sense of adventure. ![]() Who wants more realistic 1:1 style games like The Division 2 but on a grander scale? Me. Who wants an empty big open world with nothing to do? Nobody. A larger map does not mean a better game. Here at Rocket Chainsaw we are constantly debating the relevance of big open worlds to how good a game is, and while our editor Andrew wishes they were less obsessed, I’d straight up like to say the map size is irrelevant. ![]()
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