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It’s also an open world game, but this one features a bunch of zombies and parkour. Or rather, where has the impetus for such inclusion gone? Why did we go from ancillary to perfunctory? From necessity to tokenism?ĭying Light came out this week. But at some point you have to wonder where has the innovation gone. It’s why those bits and pieces have remained and been refined over the course of many years and many games. Like curiosity propels discovery and vice versa. Certainly there is virtue to each of these implements of gameplay and design. It’s starting to feel like a rubber stamp of game with just different characters: assassins, rebels, cars. Point-to-point interest activation? Absolutely. To some extent that can’t be avoided-”open world” is a genre after all, and genres have staples for a reason-but some of it is reaching peak levels of absurdity.
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( Assassin’s Creed actually squeezed in two of ’em in 2014.)Īnd what’s more is that they all seemingly abide by some template for interactive structure.
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They have the Assassin’s Creed franchise, the Far Cry games, Watch Dogs, The Crew, and more. It’s a concept that is beginning to run rampant in open world video game design, and for some reason, it can be blamed largely on Ubisoft. It is the opposite of an ancillary melding. You’re familiar, right? It’s generally used to talk about the superficial inclusion of a minority or marginalized group of people, often regarding the integration as perfunctory.
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