Because there have been so many superb open-world games, fans will likely already have a few boxes they need a game to fill in order for it to be right for them. This could be as macrocosmic as an open-world game’s replayability, content saturation, and artificial length, or as microcosmic as UI preference and random instances of bugged AI. Fans may ignore an open-world game like Days Gone entirely if it fails to land within a specific genre, while other fans may only be looking for a particular sense of atmosphere to hook them.
It may not have always been this way, but open-world games come attached with the expectation that there will or should be hundreds of hours tacked onto them. Dying Light 2: Stay Human wore its 500-hour completion expectancy like a badge of honor, for example, and meanwhile there are many players who find that grossly discouraging. Rather, fans may all agree that when mechanics are appropriately integrated into an open-world game’s atmosphere, it creates a fantastic experience. Days Gone and Mad Max are both good examples of this when it comes to vehicle management.
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In any open-world game where players have an overwhelming map to navigate, how traversal is designed should always be paramount. Of course, not every game can feature Marvel’s Spider-Man’s masterful web-swinging, but there should be purposeful entertainment in whatever resources or boundaries a game’s world adheres to.
In the case of Bend’s Days Gone and Avalanche’s Mad Max, there are many similarities they share that demonstrate a great consideration in how players will make their way through these individually dystopian landscapes. Days Gone’s Deacon St. John rides a motorcycle and Mad
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