'Players don't explore': former Grand Theft Auto 6 and Red Dead Online designer lays out the perils of 'open world fatigue'
So there I am playing a game with a big, beautiful open world. It's got lovely scenery and eye-catching landmarks, it's stuffed with quests and missions and collectibles, and I'm free to go in any direction I choose. What's the problem?
Me. I'm the problem, or at least I'm part of the problem, as former Grand Theft Auto 6 and Red Dead Online game designer Cameron Williams explained in a panel at the Game Developers Conference.
Williams opened the panel with a slide titled "Common Open World Problems," and the first bullet point read: "Players don't explore."
"Players just don't explore right?" Williams said. "Whether that's because you have a super action-oriented game or because they just simply aren't compelled. Or, [your game has] a huge time investment and it's hard for players to pick up and put down, which is an increasing challenge, especially with the sort of evolving ecosystem of free-to-play and live service games that are kind of eating everyone's time and attention."
Williams, who is now a senior mission designer at Absurd Ventures (launched by Rockstar Games' co-founder Dan Houser), said these issues contribute to "open world fatigue," which can leave players less willing to go exploring. Question marks and other icons on a map let players know where they can go to find something, but according to Williams, players may also experience "exploration anxiety": they know the location of something, but are hesitant to actually go there.
Well, from my perspective as a retired gamer with lots of time on my hands, I
love big open world games because, in part, I can go exploring. I walked, on foot, a hell of a lot of the GTA5 map. And in AC Shadows, which I'm playing now, I'm tending to go on foot rather than on horseback just so I can get a better look at things.