MMGN.com: "Why do people love open-world games? Well, it’s the concept of player choice and freedom that entices most of us. I often play RPGs based on the level of customisation it offers, or if it allows me to focus on the side-quests without forcing me to finish the main storyline. Having agency and freedom in a video game is naturally an intriguing thing, and shaping it around what you want to experience is a nice alternative to following a scripted, rigid campaign. But somewhere down the line, a non-linear experience can eventually lose its appeal."
Replaying Skyrim after 13 years is a reminder of the progress made in western RPGs over the last decade, but also what's been lost.
RPGs are often huge, sprawling endeavours. With limited playtime, we have to choose wisely, so here's the best western RPGs available today.
"I started playing games yesterday" the List... Meh!
How about a few RPGs that deserve some love instead?
1 - Alpha Protocol - Now on GOG
2 - else Heart.Break()
3 - Shadowrun Trilogy
4 - Wasteland 2
5 - UnderRail
6 - Tyranny
7 - Torment: Tides of Numenera
And for a bonus game that flew under the radar:
8 - Banishers: Ghosts of New Eden
A new Partner Spotlight Sale is now live on the Switch eShop, including Skyrim, lowest price ever for Bomb Rush Cyberfunk, and more.
I didn't think Skyrim was overwhelming, just fun..
***"When do open-world games become overwhelming rather than compelling?"***
Never
Open world games dissolve into side-quest galore and you lose track of the story almost completely. Such as why I hated RDR and couldn't be bothered to finish Far Cry 3.
IMHO skyrim became overwhelming due to the fact that the item system or loot system is horrible..... I would die if it had a torchlight 2 loot system. For me i found it pretty pointless exploring caves and the like when the items suck in the game.
As long as the quests don't get too repetitive, and they bring you to exciting places you may not have travelled to otherwise, Open World can be as big as they want to, as long as they keep my two requirements intact. While stroming a fort and killing weak NPC's for the 3rd time may be too repetitive, when one place is a vallet, another in the mountains, and the third by the water with a great view, the task doesn't seem as stale
It also helps when side-quests have their own little story. I felt like Skyrim did a good job of making a lot of quests have neat little stories you could influence, often having more than one outcome can keep it fresh, so while your friend may have done these 30 quests with these outcomes, you can can do these other 30 quests and feel like you played an entirely different game
You want them to be meaningful and engaging, not chores for the sake of increasing game length