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- Feb 28, 2025
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You seem to disregard the key phrase I used, which was "when we consider how incredibly hyped it was." Therefore the fact that some games in the past were also open world is irrelevant. My main point wass that relative to the hype surrounding CP2077, their design template is extremely limited, and indeed "ancient". For a game of this calibre, using systems and decisions which were okay in the pioneering times is not okay.I wouldn't equate linearity with "ancient" game design. Non-linear was already a thing when text-based RPGs were all the rage in the 70s. Ultima was a non-linear, open-world RPG, released in 1981.
It's more of a choice. Just like a modern game doesn't have to be open-world.
I'm not sure what you mean here. That the TW and Skyrim were open worlds? As you yourself have just stated, it’s nothing new. And Ultima and others did pretty well too.Just because Skyrim and TW3 did well a decade ago, it seems that the industry and some gamers believe that this is what every new game should be.
Perhaps you're referring to the "oh my, nowadays every game has to be open world" trope, then okay, but this has been always a false moan, easily demonstrated by looking at any bestseller or release chart.
Meanwhile, Cyberpunk is an open-world, furthermore advertised and promoted as a cutting-edge one, so there are some expectations that go with the territory. And it ended up being so backwards in that regard that literally 10-20 year old year games have more advanced systems. R* games have the same problems but at least there is more chance to make your own fun, CP2077 couldn't even implement a simple police system.
Speaking of which, two or more things can be true at the same times, so conversely some of the things about this game are so good that they are it's saving grace, but that doesn't mean we should excuse or rationalize its key failings. This history is already repeating itself: I had a good chuckle watching the Witcher 4 tech demo, where the narrator tries to hype up the "reactive" world because Ciri bumped into someone and he moved out of the way. Dear God, thsi has been done in the first AC already. This is just a little example but it's symptomatic of the trend. I wish I was wrong but I predict that for all that big talk TW4 will be exactly as rigid as TW3, just with somewhat better gfx.
You are confusing the fact that some games are linear by design and that is fine (I have no problem playing the likes of RE, Dark Souls, etc) but others are not and should try to push the envelope, even if only by little steps. That response to this meme (which is often exaggerated and unfair, btw) shouldn't be more linearity but developing complexity, reactivity, true choice and consequence, etc.And we ended up with a fair number of games that would have felt more cohesive and more polished if they were linear. We reached a point where it even became a meme: "Ubisoft formulaic open world"
Meanwhile, we had games that assumed their linearity and were very good.