Free-roaming: The Good, The Bad, The Ugly
11 Aug, 2009, 1:05 pm IST | by Nikhil Singh
What makes a good free-roaming game?
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Before we get started, let me share my definition of free-roaming with you - the semblance of freedom in a game, brought about by giving you access to an open game world or a large portion of a game world open for exploration. This does not necessarily mean that the mission structure of the game has to be free-form. This does not mean that the game has to be non-linear. The gameplay, on the other hand, should preferably be non-linear.__STARTQUOTE__Free-roaming: The semblance of freedom in a game, brought about by giving you access to an open game world or a large portion of a game world open to exploration.__ENDQUOTE__ While we're at it, let me clear a popular misconception - a lot of gamers mistake free-roaming for sandbox games - they're not the same. The difference between them is that a free-roaming game gives you access to a fixed game world that you can explore freely, while a sandbox game give you an open slate, where you can reconstruct the game world to your liking. Let me give you a few examples to get things a bit clear. Free-roaming games include S.T.A.L.K.E.R.: Shadow of Chernobyl, the Grand Theft Auto games, FarCry 2 and Assassin's Creed, while Sandbox games include the tycoon games, such as Railway Tycoon, Theme Park Tycoon, etc. Even though desolate, Fallout 3's wasteland beckoned you to explore. So if there's nothing that beckons you to explore, such as rewards, mission progressions or side quests/missions, free-roaming falls flat on its face. Look at Assassin's Creed for instance. While I really loved the game, I found the free-roaming bit that allowed you to move between cities pretty pointless. There was nothing to be gained out of riding your horse from point A to point B. The free-roaming bit was just used as a mode of transition between missions, making it unnecessary and redundant. The only possible thing you could do is hunt for collectibles (flags) along the way, which again, is something not everyone would opt for.__STARTQUOTE__So if there's nothing that beckons you to explore, such as rewards, mission progressions or side quests/missions, free-roaming falls flat on its face__ENDQUOTE__ Apart from that, the game offered a brilliant free-form side-mission structure, where you could speak to various NPCs (non-player characters) in the game's different bases to pick up missions to win the favor of the game's different factions and earn great rewards. A game that took side missions to the next level was Fallout 3, which gave you access to the entirety of the wasteland, which was riddled with intricately woven side-quests and rich sub-storylines. In fact, the stories and missions were designed so well that they could easily be compared to most MMORPGs, where a lot of emphasis is laid on the script, dialog and lore-rich stories. Also, the fact that Fallout 3's vast expanses required you to hike through different towns and settlements that were laid far away from each other, meant that you'd invariably end up stumbling across abandoned factories, crumbling buildings and ravaged houses, that were inviting abodes ripe with adventure. |
Tags: Free-roaming , Assassin's Creed , S.T.A.L.K.E.R , Fallout 3 , Fuel
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