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Hi, this is Mark Brown with Game Maker's Toolkit,
a series on video game design.
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If you ask me, Rocksteady's Batman games are
a good example of why bigger isn't always better.
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The first game in the trilogy, Arkham Asylum,
was a pleasant surprise. Not only was it a
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great game, and a great licensed game, but
it was a killer Batman game. The developer
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figured out what made this dude interesting
- how he was more than just a rich guy who
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punches hooligans while his underpants are
showing.
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For starters, Arkham Asylum had truly loony
villains who got inside the dark knight's
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head. And it also had free-flowing combat
that mimics the martial arts of the animated
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films, and when Batman fought goons with guns
he'd hide in the shadows and use fear to trip
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up his opponents. Like a reverse horror game,
as if you're playing as the Xenomorph in Alien: Isolation
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Those two main mechanics simply didn't require
the massive open city that had, at the time,
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become synonymous with super hero games.
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(Nowadays,
they're all endless runners for iPhone).
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So, instead, we got the smaller, more intimate
environment of the Arkham Asylum mental hospital.
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But then we got sequels. And things, inevitably,
got bigger. Arkham City gave us a few urban
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blocks, and switched the structure from Metroidvania
to full open world. And in Arkham Knight,
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we get a mini Grand Theft Auto.
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But does Batman really benefit from the extra
square footage? I'm not convinced.
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For one, the main gameplay systems in Asylum
didn't actually gain anything from going open
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world. In actual fact, they kind of suffered.
The predator mode got lots of new gadgets
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and wrinkles in the sequels, but it always
worked best in the purpose built rooms of
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Asylum, that encouraged you to play smart
to isolate your foes, rather than the random
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rooftops of City and Knight.
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And the combat got plenty of new features,
but it quickly becomes tiresome when you have
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to fight dozens of random goons who are littered
about the open world.
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Sandbox games should ideally contain mechanics
that need a sandbox. Like attacking bases
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in any way you wish in Far Cry, or the elaborate
cop chases in Grand Theft Auto. Otherwise,
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you've just built an incredibly elaborate
menu system to jump between gameplay moments.
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To its credit, Rocksteady did add more mechanics
that made better use of the larger play space.
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But was anyone really asking for Batmobile
tank warfare, or Assassin's Creed-style tailing
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missions, or - that old favourite - liberating
towers?
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One of the biggest victims of an open world is story. A strong narrative can quickly lose
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its structure and focus when players are given
so many distractions. In Arkham Knight, the
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urgency of stopping Scarecrow is undermined
by the huge wheel of side missions which see
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you stopping bank robberies and blowing up
gun caches and training Azriel and tracking
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down a man bat.
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JIM GORDON: Look, I know you're busy. But anything you can do to help is going to save lives.
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In a way, it emulates the feeling of Batman
being overstretched and having to put out
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fires - sometimes literally - but the simulation
is revealed as being quite hollow when you
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realise that there's no need to prioritise
missions or act quickly.
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Take two events that happen early in Arkham
Knight. Two of Batman's allies are kidnapped,
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almost simultaneously, but unlike in the Dark
Knight where Batman has to make a choice of
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who lives and who dies, there are no such
stakes here. The Riddler will patiently wait
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for you to come back to his bonkers underground
race ways, and all his posturing about killing
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his detainee are hot air. Take your time,
detective. It's just a side quest.
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Open worlds can harm the pacing of gameplay, too. Ultra linear games like Uncharted 2
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can smartly dole out moments of shooting and
climbing and story and puzzle solving at just
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right time to stop you getting bored and to
ramp up challenge and slowly teach you mechanics.
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Sandbox games aren't so good at this, and
you can find yourself doing repetitive tasks
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or facing a weird, wobbly difficulty curve.
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I can see the case for open world games, of course.
Players get more freedom, they can tackle
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missions in any order they want, and they
get a lot more content for their cash. And
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games like Fallout and Skyrim make terrific
use of massive great worlds to faff about in.
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But these days, I'm finding the promises of
bigger and wider worlds a bit of a turn off.
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TRAILER V/O: Just Cause 3 is a huge open world game with over 400 square miles of complete freedom.
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You either end up with Assassin's Creed which
has so much stuff to do that your map looks
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like someone spilled a tub of glitter on it.
Or Codemaster's Fuel which holds a Guinness
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World Record for largest game world, but hasn't
got a single interesting thing in it.
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So maybe Arkham Asylum proves that open world
doesn't necessarily need to mean open "world".
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And that game environments should be measured
by how much meaningful content is inside,
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rather than in square metres.
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Arkham Asylum was tiny, but it had better
pacing than Arkham Knight and a more focused
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story than Arkham City. It was claustrophobic,
but the game's mechanics suited that. Spider-Man
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needs a big open world to swing about in,
but Batman is at his best when he's locked
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in with his opponents.
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So for every monstrously massive open world,
we need a few sandbox games that are tiny
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and intimate. More games like Resident Evil
with its cramped Spencer mansion or Gone Home
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with its Portland town house.
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Game worlds that are packed with details but
free from padding. Worlds where you learn
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all the nooks and crannies and shortcuts as
you retread familiar ground, instead of whizzing
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past it all in a sports car. Game worlds that
are memorable, not just cold, dull environments
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filled with content and features.
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Because, as Arkham trilogy director Sefton
Hill said, back at the release of Arkham Aslyum,
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"It's easy to see how people fall into the
trap of having so many features. It's natural
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to equate features with quality."
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DAN STAPLETON: This has got to be number one for me, followed by Asylum
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DAN STAPLETON: Purely because of the amount of content there is.
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"You want to do less, but do it amazingly
well, rather than do more and have a load
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of average stuff. There are too many games
out there that deliver lots of average content."
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Thanks for watching. Agree or disagree with
my take on the Arkham trilogy? Let me know
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your thoughts in the comments. Plus, please
give the episode a like, share it online,
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and consider pitching in via Patreon. Your
support means everything.