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  • - [Falcon] Open-world games are amazing.

  • What we can see in a virtual world in a video game nowadays

  • blows my mind on a regular basis,

  • but still, some of it is a little weird.

  • Hi, folks, it's Falcon, and today on Gameranx,

  • 10 open-world concepts that make no sense whatsoever.

  • Just a quick note, before we get going here,

  • we actually did a similar topic video a while back

  • called 10 dumb things that only happen in open-world games,

  • so bear in mind,

  • we're gonna try to avoid repeating too much

  • from that one.

  • We love open-world games, and we play a lot of them,

  • so it's not as if we haven't noticed

  • a fair amount of things anyways.

  • So let's get going with it.

  • Starting off at number 10,

  • let's start with something blatantly ridiculous,

  • grappling the ground as you fall to your death.

  • So have you ever played an open-world game

  • where they have a grappling hook in it,

  • like "Just Cause" or "Dying Light"?

  • These are an innovation of games in recent years

  • that just makes games so fun.

  • I absolutely love grappling hooks,

  • but I want to go ahead and say

  • that they have a few things that just don't make sense.

  • One, if you've ever seen a real grappling hook launcher,

  • they're very, very big,

  • and it's kind of bizarre when you think about

  • how much power you would need to pull a human being up.

  • But this isn't the that-makes-no-sense element of it.

  • Of course, we have to have some suspension of disbelief

  • in order to make a game fun.

  • Mechanics are obviously not going to be completely true

  • to life in a game that's like,

  • "Hey, here's a grappling hook. Zip around the world."

  • But there's one thing, wow, does it not make sense?

  • You can easily save yourself from deadly falls in some games

  • by simply grappling the ground,

  • and this does not make any sense, and for so many reasons.

  • I mean, both in "Dying Light" and "Just Cause,"

  • it makes no sense that like,

  • so you've hit terminal velocity,

  • you would die if you landed,

  • so you grapple the ground

  • and start going towards the ground faster.

  • At that point, they're just like, you know what?

  • Whatever. It doesn't matter if makes sense.

  • What more do you really need to say here?

  • Grappling with the ground makes it

  • so you don't hurt yourself when falling to the ground.

  • You know your game is wild as hell

  • when literal superhero games

  • have more realistic physics in them.

  • The only reason this works at all is because it's super fun.

  • Having a consistent grapple that is always pulling you

  • straight to your destination safely,

  • it's obviously there purely for the player's benefit.

  • It just makes it easier to get around.

  • But I can't even count the times

  • ground grappling has saved my life in "Dying Light."

  • So at the end of the day, I can't complain.

  • It just doesn't make sense.

  • I guess who cares, though, right?

  • It's fun.

  • At number nine,

  • people in the street who have zero survival instinct.

  • Since "Grand Theft Auto III" came out

  • and pretty much defined the open-world genre,

  • one consistent thing that these games all have

  • in some capacity is dumb NPCs.

  • Certain games obviously are better than others,

  • but in general,

  • the people encounter in the streets in open-world games

  • have the self-preservation instincts of a fruit fly.

  • Actually, no, scratch that.

  • Flies are actually kind of hard to kill.

  • NPCs? Mmm.

  • If you tried to smack them with a person-sized fly swatter,

  • I don't know that they would get out of the way.

  • Flies tend to.

  • These guys, on the other hand, often just stand there,

  • let your mow 'em down with a car.

  • And even if they've got the basic idea to do a little dodge,

  • generally, they go about their day

  • like nothing happened afterwards.

  • Sometimes they panic and run away,

  • but just as likely, they'll freeze in place and do nothing.

  • Maybe they'll duck down a little, but that's about it.

  • It's almost like they want to die.

  • In most games, these guys just don't even try.

  • In "GTA," it's pretty ridiculous,

  • but dumb pedestrians really take it to the next level

  • in other games like "Prototype,"

  • where there's hundreds of people

  • just kind of milling around

  • outside the middle of a zombie apocalypse.

  • It's really your own fault

  • if you get snatched and absorbed into a monstrous biomass

  • at that point.

  • You're kind of hopeless.

  • The reason for why open-world NPCs are so dumb

  • is a simple one.

  • AI is something that's pretty system-taxing, even now,

  • and most games just don't really bother

  • making the people wandering the streets that smart.

  • They're just kind of there for window dressing,

  • so they don't do much more than walk back and forth

  • and sometimes yell at you when you drive on the sidewalk.

  • Some games definitely are better at it than others,

  • like "GTA's" pedestrians are way smarter

  • than "Cyberpunk's" brain-dead, I guess, people.

  • They're all robots on some level, though, right?

  • I don't know. I don't know.

  • They're not very smart in "Cyberpunk"

  • is what I'm getting at.

  • And, you know, that's more the norm.

  • In general, people in the street in games

  • just don't seem to mind a whole lot about getting killed.

  • At number eight,

  • when metal and wooden fences are easy to smash through,

  • but a little brush has an unbreakable barrier.

  • And you know what we're talking about here.

  • This sort of thing pops up in pretty much all of them.

  • You're driving along, smashing through everything in sight,

  • when suddenly, this small, if it were in real life,

  • easily breakable barrier stops you dead in your tracks,

  • like in "GTA" when you slam through a traffic light,

  • no problem, but a bush totals the car,

  • or in "Forza Horizon 4,"

  • where these small stone walls are everywhere

  • that your car plows through with like no effort,

  • but then there are others small stone walls in town

  • around people's houses that are just too much.

  • They look almost the same, really similar,

  • but one you can smash and the other you can't.

  • It's especially annoying going back to older games,

  • where it was even more inconsistent,

  • like in games where you can just smash through trees,

  • but then a metal fence stops you dead.

  • For one, certain things are just way too easy

  • to crash through.

  • I mean, if you actually tried to ram into an electrical pole

  • or traffic light, your car would get totaled.

  • However, in these games,

  • these things bend over like a plastic straw,

  • and I'm talking the kind of plastic straws

  • designed to bend, mind you.

  • And most cars in open-world games

  • are just like rolling tanks,

  • unless they're GTA Trilogy cars,

  • which can both smash through everything, no problem,

  • but a stiff wind sometimes make them explode.

  • Other reason, it's really inconsistent.

  • If you smash through a normally impassable thing,

  • why can't you smash through this

  • other normally impassible thing?

  • That's what's so annoying about this stuff.

  • It's not just that it doesn't make sense.

  • It's not even consistent.

  • And at number seven, climbing towers tells you everything.

  • "Assassin's Creed" has a lot to answer for as a series.

  • What is supposed to be happening when you climb a tower

  • and the camera swirls around,

  • shows you all the pickups and the objectives in the area?

  • Most of the time, you can't physically see all this stuff,

  • so what is going on?

  • Is it magic powers or something?

  • And so many games have this,

  • but it feels like "Assassin's Creed" games

  • are the ones that really popularized the use of towers

  • to uncover activities and collectibles in games.

  • At this point, it's just accepted.

  • Some of them provide some kind of an excuse,

  • like getting to a tower and downloading information

  • from it or something,

  • but for the most part, it doesn't really make sense.

  • From a gameplay standpoint shirt, sure,

  • you want to have places you can go to uncover the map

  • and find out where all the stuff is,

  • so making it so to climb something

  • to get that information makes sense as a challenge.

  • You have to complete it to get it,

  • but in terms of real-world stuff, it's a stretch.

  • Yeah, if you're playing a game

  • where you're exploring a new and unknown place,

  • having it so you slowly uncover the mat make sense,

  • but sometimes uncovering the map is, it's odd.

  • Let's say you're uncovering the map to,

  • oh, I don't know, Rome,

  • one of the major cultural centers of Earth.

  • It feels like a little bit of a stretch.

  • Even during that time,

  • would someone not have made a map?

  • And I mean, I guess he doesn't need one

  • 'cause he's got elf eyes or whatever.

  • He spots tiny treasure boxes

  • from the top of a church steeple or whatever.

  • I know I'm narrowing on "Assassin's Creed" here.

  • A lot of games do it, though, like "Far Cry,"

  • "Spider-Man," "Breath of the Wild."

  • Like I said, you got your downloading there, though.

  • You got "Middle Earth."

  • They all do it, and even makes sense in some of the games,

  • like in "Far Cry" where you're tapping into the radio.

  • But usually, there's not a whole lot of justification given.

  • At number six, cops are just cool with crime.

  • The way police work in an open-world game

  • with a wanted level system just never really makes sense.

  • It's a thing that's really obvious in "GTA" games,

  • but it shows up in pretty much every open-world game

  • where there's an authority or enemy

  • that starts hunting you down if you piss 'em off.

  • But this is specifically what I mean.

  • In open-world games,

  • you can get into a shootout with the cops,

  • potentially kill dozens of them,

  • and they'll kill you in return.

  • Then they take you to a hospital and just let you go.

  • That's how it works in "GTA" games.

  • And it's insane when you think about it.

  • Imagine that's how it worked in real life.

  • Yeah. You're a multiple murderer.

  • You didn't just kill regular people, either.

  • You killed the people who enforce laws.

  • But you know, we shot you,

  • so it's all water under the bridge.

  • And at least in the older games, they'd take your guns.

  • In "GTA V," they don't even do that.

  • While you're in the hospital recovering,

  • they just bring them in a bag or something for you.

  • Oh yeah, you had all these guns,

  • and we figured it wasn't all right to confiscate them.

  • I mean, yeah, yeah. You killed some of us.

  • And the "GTA" series is obviously not the only one

  • guilty of this.

  • In "Red Faction: Guerrilla,"

  • you're a freedom fighter battling it out

  • with the oppressive government.

  • And yeah, they can get pretty aggressive hunting you down

  • if you do enough damage to their stuff,

  • but if you just drive to one of your bases,

  • they just completely give up and leave you alone.

  • You'd think the rebel base is the last place you want to go,

  • leading them right back to it.

  • but no, they're just kind of like,

  • "Ugh, this kind of looks like a base.

  • Yeah. I don't want to go in there."

  • So they just give up.

  • Or in "Assassin's Creed," where the guards will hunt you,

  • but if you just wander around,

  • tear down a few wanted posters,

  • that's it, everything's fine.

  • The only open-world game I can really think of

  • where committing crimes is more trouble than it's worth

  • is "RDR 2," where getting a bounty on you

  • can actually be a real pain.

  • "Scarface" is kind of bad, too,

  • 'cause cops can instantly kill you,

  • but outside of those,

  • most police responses to crimes in open-world games

  • are very obviously geared towards you

  • once again being out on the streets, committing crimes.

  • Yeah, obviously it's to make things more fun.

  • If "GTA" just stopped when you were arrested or killed,

  • obviously, that would be not great.

  • It would certainly say,

  • "Hey, don't screw around in 'GTA'

  • the way that's the most fun to,

  • that we designed the game to,"

  • so I think the game harshly punishing you for that

  • would get old pretty quick.

  • But it's funny to think about the logic behind it.

  • The cops literally gun you down, catch you,

  • and then I guess are satisfied with that.

  • Oh, we got ya. You can go now.

  • At number five, ramps everywhere.

  • All right, this is just dumb, but seriously,

  • every open-world game with vehicles in it

  • has some kind of ramp or suspiciously placed incline

  • that's there purely for you,

  • purely so that the player can do the sweet street jump

  • above all else.

  • You see it all over the place.

  • If there's cars, there's gonna be ramps

  • or construction equipment and some loose boards left around,

  • so you can propel your car through the air.

  • Yeah, it's fun, sure, but who left this stuff here?

  • What are these boards made out of?

  • I am driving a Honda Civic off these boards.

  • Not a heavy car, but a car.

  • And in "Forza," where you're kind of racing,

  • it can provide a shortcut or something,

  • and that makes sense.

  • But in "GTA," you get these random jumps,

  • and sometimes if you do them, you get cash.

  • But who's paying that money to you?

  • Is there some mysterious benefactor

  • who's big into stunt jumps?

  • He's got cameras by these rickety ramps that they've set up?

  • Like, ooh, is somebody gonna drive a Honda Civic

  • over these three boards?

  • Who knows?

  • Honestly, in the world of open-world games,

  • the fact that there are these ridiculous stunt jumps

  • all over the place isn't a big deal.

  • I mean, we all know they're there and we all know why.

  • It's fun.

  • Ramping a car off a cliff at 100 miles per hour is fun.

  • And then you get some kind of reward for it? Great.

  • That's nice. I get it.

  • That's really all there is to it.

  • But it's just funny if you think about the real-world logic.

  • At number four, no traffic in a big metropolitan area.

  • Maybe it's dumb pet peeve of mine, I don't know,

  • but the lack of traffic and open-world games, it bugs me.

  • I mean, the past two "GTA" games

  • were set in New York and Los Angeles,

  • and I don't know if you've ever been to those cities,

  • but particularly if you don't live in those cities

  • and have been there, you know what the traffic's like.

  • It's like nothing else.

  • A traffic jam in the middle of Tennessee on the freeway

  • is nothing like a traffic jam in Manhattan.

  • People take taxis and Ubers

  • so they can just end the ride in the middle of traffic

  • if it's too much so they can run the rest of the way.

  • These cities are famous for hellish traffic jams.

  • But no matter what time of day,

  • you can just go cruising down the highways of Los Santos

  • without a care in the world.

  • Sure, the world of "Grand Theft Auto"

  • is supposed to be an over-the-top parody of the real world,

  • but when it comes to traffic in the real-life LA,

  • Los Santos kind of seems like heaven.

  • There's a couple of reasons for why this is.

  • One, obviously system resources.

  • Having a ton of cars on the roads at all times

  • is really resource expensive.

  • It also actually makes the game more frustrating.

  • Have you played "The Matrix Awakens" tech demo

  • for the new Unreal Engine?

  • it's using all of the new Unreal technology

  • to more realistically model city streets,

  • and the traffic is much more like real life.

  • Not necessarily completely there, but wow,

  • does it make getting anywhere in a car much more difficult?

  • And there's a reason why the most realistic traffic

  • we've ever seen in an open-world game happens

  • in the PlayStation "Spider-Man" game.

  • Spider-Man doesn't have to drive,

  • so they just fill up the streets

  • with as many cars as they want.

  • It doesn't matter. You're swinging above them.

  • And I'm sure at a certain distance,

  • they drop the detail significantly on any of that.

  • But it's not hard to get a little envious at times.

  • Even the smallest cities struggle with traffic,

  • but places like Night City in "Cyberpunk,"

  • Hong Kong in "Sleeping Dogs," and Liberty City in "GTA IV"

  • are presented as being tough places to live,

  • but they all have pretty light traffic.

  • Not everyone's the best driver, but they're still better

  • than most real-world people as well.

  • I hate traffic.

  • I hate being in cities where there's traffic jams,

  • so it's kind of personal

  • 'cause it's kind of super easy to notice

  • any time you go into the more densely populated areas

  • of the city.

  • It's just something I can't help but notice

  • when I play an open-world game.

  • At number three, people just trust you to do things.

  • It's pretty much true in every video game ever,

  • but it's especially bad in open-world games,

  • where they love to put you

  • in some kind of position of power.

  • So many times, characters just trust you with their lives,

  • basically sight unseen, and wanting to do things

  • that your character basically has no experience with,

  • like in "Assassin's Creed" games

  • like "Black Flag" or "Odyssey,"

  • where you'll help out a ship captain or whatever

  • out of some jam, and suddenly,

  • he's just giving you the entire boat to command.

  • "I need some help doing this thing.

  • Here. Command my entire boat."

  • "Oh man. Can you program a computer for me?

  • I can't do it myself."

  • Sure.

  • You'd think there'd be somebody with more experience

  • to take charge, but it's a video game,

  • and your character's supernaturally good

  • at whatever they do,

  • so everything obviously ends up working out, and it's fun.

  • One open-world series where this happens all the time

  • is the "Yakuza" games,

  • and they usually play it pretty tongue in cheek,

  • but the side games you get wrangled into

  • are utterly ridiculous.

  • People want this random gang member

  • to manage a cabaret club, run a construction firm,

  • turn a failing business

  • into one of the most profitable companies in all of Japan,

  • et cetera, et cetera.

  • Yeah. No big deal.

  • Between my yakuza crime adventures,

  • I'll just become the next Jeff Bezos.

  • Those are some of the most over-the-top examples,

  • but literally every open-world game does this at some point.

  • I mean imagine, day one, freedom fighting,

  • and your boss, the boss of the freedom fighters,

  • comes out and tells you

  • to clear an entire enemy base by yourself.

  • Now, he doesn't come out and say,

  • "Hey, we've got some potatoes that need peeling,"

  • or some grunt work or whatever.

  • You come in off the street and become Rambo.

  • I mean, that's good in terms of how fun the game is.

  • You're the video game protagonist,

  • and it would kind of be dull

  • if you spent a week peeling potatoes,

  • but if it weren't a video game,

  • they'd usually ask you to do something that's certain death.

  • It is video games, thankfully.

  • You want to be doing the fun stuff, not the boring stuff,

  • so of course, most games just get right into the action.

  • But when you think of it

  • from what-you're-actually-being-asked-to-do perspective,

  • it's absurd.

  • At number two, everything about outposts.

  • Along with towers,

  • outposts are recurring element in a lot of open-world games,

  • and depending on the game,

  • there's just something about them that doesn't make sense.

  • Why does every two-bit warlord or tinpot dictator

  • control their territory

  • with a series of evenly distributed bases

  • that are ripe for a hero to just mow down?

  • Even ignoring the artificiality of that,

  • the fact you pretty much always almost single-handedly

  • take over these places, kill everyone inside,

  • and then station one or two rebels at the location,

  • and that makes the territory yours forever

  • with the bad guys staying away

  • and never mounting an attempt to get it back, it's strange.

  • "Far Cry" is probably the most guilty of this,

  • but basically any game with outposts does apply here.

  • The enemy never tries to retake lost territory,

  • even when the place you take over

  • is in the heart of their domain.

  • And they've got soldiers everywhere nearby.

  • For being ruthless bad guys

  • with way more resources than you, an individual guy,

  • they're pretty easygoing with you taking their stuff.

  • On the other hand, something like "Far Cry 2"

  • is the opposite, where outposts just never clear out, ever.

  • You've driven through the area

  • and you've killed all these guys dozens of times,

  • and he think they'd give up eventually,

  • but no, they just keep sending fresh new recruits.

  • Ah, get the guys over to that roadside outpost.

  • He's probably gonna drive by there again.

  • And they just don't give up.

  • It's another one of those gameplay mechanics

  • that just doesn't make any real-world sense,

  • but it does make the game more fun.

  • Having to go back and defend your territory

  • is more annoying than anything,

  • so it kind of makes sense that your enemies,

  • even though they look like chumps, don't show back up.

  • I would take that over the alternative,

  • at least in the game.

  • And finally, number one is the amusement park world,

  • a complaint we hear about open-world games all the time,

  • and it's not incorrect.

  • There are a few games out there that feel pretty immersive

  • as a good open-world game, but at the same time,

  • if you look at them a little too close,

  • then it's really easy for the illusion to get shattered.

  • For as many open-world games out there

  • that actually feel like a real place,

  • There's a lot more of the feel closer to an amusement park.

  • There's tons of reasons for why that is,

  • starting off with the constant collectibles,

  • and of course, the abundance of little activities,

  • but for me, a big contributing factor

  • to making the game feel fake is the world design itself.

  • It's awesome to see games add some variety to their setting,

  • but it can feel like you're going from forest world

  • to desert world to city world because of how abrupt

  • some of the biome changes are.

  • An easy recent example is "GTA: San Andreas."

  • With the remaster, you can climb on top of Mount Chilead

  • and see the entire map from the game now,

  • and from that height,

  • it really makes it look like a little model

  • floating in a bathtub.

  • Everything seems so small and condensed from high up.

  • Even games that are more one-to-one recreations

  • are fairly guilty of this.

  • In the "Spider-Man" game,

  • they made a lot of the buildings in New York smaller

  • and a lot of the roads wider to make it easier

  • to swing around.

  • I'm sure New York residents noticed that.

  • It's definitely different.

  • There are other things that make games feel fake,

  • like in games like "Far Cry,"

  • where the population of enemies seems to be way bigger

  • than the population of pedestrians.

  • It's like, where'd all these guys live?

  • Most "Far Cry" games are wilderness.

  • "Far Cry 6's" world has military bases and stuff

  • to justify all the soldiers.

  • But in "Far Cry 5," where do these cultists even come from?

  • That little cult complex you have at the start,

  • it looks like you can house like a few dozen people max,

  • but you kill thousands of dudes by the end of this game.

  • Yeah, they say that they're coming in from the outside,

  • but where are they?

  • Especially when you're in the northern part of the map,

  • there's just barely anything there.

  • At the end of the day,

  • obviously, video games are for playing and fun,

  • and they wouldn't be that much fun without enemies to fight.

  • San Andreas would be a pain to get around if it was bigger.

  • Being Spider-Man,

  • although that's not gonna happen in real life,

  • would be a lot more annoying

  • because there's all the narrow alleys and roads

  • in the real New York city,

  • so it's not really fair to complain.

  • But there's times in these games

  • that can go a little overboard

  • and make things a little too player-friendly,

  • and it has a negative effect on the immersion

  • because you notice it.

  • But what do you think?

  • Leave us a comment. Let us know.

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  • I'm Falcon. You can follow me on Twitter @FalconTheHero.

  • We'll see you next time, right here on Gameranx.

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