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Steven Poole's picture

By Steven Poole

September 30, 2009

City Of Wanderers

Wandering the streets of an unfamiliar city, I catch myself thinking, ‘Hey, this is a pretty open-world experience’ – one of those uncanny moments when you see life in videogaming terms, like scouting out ideal sniper positions on actual rooftops or visualising yourself performing a nifty bit of close-quarter combat on an antisocial fellow commuter.

As an advertising promise, ‘open world’ is the new AI. Even id Software, kings of the two-and-a-half-dimensional maze shooter, are going all Fallout 3 with the upcoming Rage. Of course, the roots of the open-world ideal lie in 8bit-era classics such as Elite and Tir Na Nog. But in the modern era, largely thanks to the success of GTAIII and its successors, ‘open world’ has become a must-have fashionable feature, even for games that an open world renders more irritating and less fun.

It’s worth pointing out, though, that the real world is not very open. Lots of it is fenced or walled off; there are metal detectors, mortice locks and policemen. You can’t simply wander into someone else’s house, or climb a mobile phone mast, without risking prosecution. Many ‘open-world’ games, too, start off more shut than open, feeding motivation and progression by only gradually allowing the player access to new areas. But the logical endpoint of such a schema is still a state where all doors are finally unlocked and you can go anywhere: in other words, a completely unrealistic world.

Just how closed our own world is increasingly becoming is detailed in a brilliant recent book by Anna Minton, Ground Control, about the rise in Britain of the ‘gated development’ and the long sell-off of public land to private corporations, who then make up severely restrictive codes of conduct for the public and patrol their privatised urban centres with private police forces and CCTV. In that sense, at least, reality is becoming more like a videogame. Soon enough the whole of England will feel like Arkham Asylum.

In another, quite monstrous way, the management of these privatised districts resembles the design of a banal open-world entertainment product. One executive is quoted by Minton as defending his strict busker-control policy thus: “We prefer planned creativity. There’s a trade-off between public safety and spontaneity. What you want is a few surprises, I agree with that, so we add in unpredictability with lighting schemes and water features, anything that adds to the quirkiness of what happens when you walk around as a consumer”. This is progress: just as you can hardly walk around in most modern videogames as anything other than a consumer or a serial killer, so the roles of actual pedestrians are to be narrowed in repertoire until you do not have the right to walk around a town centre unless you are walking around “as a consumer”. And thus the frustrating gap between what you can do in videogames and what you can do in real life will not seem quite so wide.

The flâneurs of 19th-century Paris did not “walk around as consumers”, but as the opposite: their joy was to explore the city without any plan, let alone any prospective purchase. (Baudelaire defined a flâneur as someone who walks the city in order to experience it.) And one contemporary study cited by Minton makes a similar point about modern life: “One of the most important functions of public space is to allow people to ‘do nothing’”. If you like, you can play GTAIV as a flâneur, taking no missions and doing no violence, but this would be playing against the grain. Open-world games are simply not detailed, textured and unpredictable enough to reward such doing-nothing, which is why there is always a tension between their inviting sprawl and the rigid mission structures that overlay them (a point well explored recently by Jim Rossignol at the Rock, Paper, Shotgun blog).

One of my favourite things to do in a new city is to find a café with a good street view and sit there nursing a coffee. The closest analogue to such an experience in videogames, I think, is drinking the pigeon-prepared coffee in the electro-jazz bar of Animal Crossing: Wild World. On the other hand, if I go to see a film I want to be led by the nose through the story, just as I am happy to be so led in Call Of Duty: World At War. Only a few games manage the subtle feat of Far Cry 2, which leads you by the nose through an apparently open world.

In general, it’s clear that a shift in the form’s ambition has taken place. Videogames used to want to be movies; now, it seems, more and more of them want to be curiously underpopulated and low-contingency cities. Meanwhile, our actual cities want to be risk-free virtualised consumer experiences. Was there ever such a thing as an ‘open world’, either on your screen or outside your window?

Steven Poole is the author of Trigger Happy: The Inner Life Of Videogames. Visit him online at stevenpoole.net.

Ben_Lathwell's picture

The problem with games is that AI has become too good for open world games to feel real. There is no way people in real life are as intelligent as the average GTA4 citizen

Jack_'s picture

I'm guessing you haven't played anything by Volition recently.

VIB's picture

i kind of get upset that daily life does not seem to offer the same kind of visceral connection that games do. in a game, you're usually the center of a world, or at least able to reach out and touch things and alter your surroundings. i've been playing metroid prime on the wii recently, and i feel a strong correlation between samus's isolating, tunnel vision, corridor-wandering experience, and what it is like on just a normal day, walking around with limited things to do.

life is missing a kind of 'power suit', that can transform your shape, allowing you to become a mobile tank. you could explore the sea without drowning, and remain hidden and undetected for as long as you would want.

deadkat's picture



It strikes me that a truly open world should only be part of the game design document if you are intending to release a Tramp Simulator, because however open or closed the real world is, real life has a tendency to impose far stricter limitations.

The majority of unfamiliar cities I have visited have been for the reasons of business meetings, which wipes out any curiosity about whether the park gates - leading to the tempting grassy knoll - are locked or not.

From my perspective as an enthusiastic (but leisure time restricted) consumer, the main failing of open world games is not that they lack freedom or realism, but that they do not contain clear character motivation or signposting - too often I reach a point where I am not sure where I am supposed to go, or why I should be bothered.

quietIdentity's picture

Maybe you need to come to New Zealand there ain't exactly much here in terms of consumer experiences outside of a few city centres. But then again I guess our entire landscape has become a consumer experience these days... It's a depressing way of looking at things... Obviously games like GTA are popular because it destroys some of the most taboo bars (wantonly killing innocents) in familiar cities, and has a captivating storyline to boot, but without that edge I agree that the city is fairly boring. Jim Rossignol's journey inspired me, next time I have a day at home alone I want to spend it drifting through a games landscape however I have made a similar journey with Morrowind, but I'm sure most people who play that game have journeyed around the entire map meaninglessly just for the hell of it, it almost expects it of you. Maybe I should go all ADD and drive through liberty city block by block killing pigeons while abiding by the law, that's surely bound to make me feel more psychopathic than mowing down pedestrians as I drift around corners with blazing Uzi's. Maybe I'll wait till the unexplored expanse of Red Dead Redemption.

The world is open, the restrictions are merely guidelines. Nobodies stopping you from trying to break them, the invisible walls being replaced by the very real ramifications. A game is defined by code, thus your possible interaction with the environment is generally rather shallow. I think games feel open and random enough though still as our general interaction with the world is typically rather shallow the difference being it's possible to do anything in the real 'Open world' but the coded sandboxes provided on discs have very specific defined possibilities with the abnormalities being unforeseen glitches.