A must have feature in every new open world game

Open world games are some of the most popular gaming experiences out there, and it's easy to see why. They give players the most bang for their buck by allowing them to explore a huge world full of content. Some open world games have better exploration options than others, but the point remains.

There are several big open-world games on the horizon for release in 2026, such as Grand Theft Auto 6 and Dawnwalker blood. They should have the following features to make their worlds more immersive. Open world games beyond this point should also take note. Not every open world game needs to be the same, but if these features were included it would make for a more compelling experience.

Worlds without borders

And make the environment colorful and interesting

Final Fantasy 7 Rebirth is a great game with fantastic and scenic open world areas to explore. However, there are issues with gating as the game is very story driven. The same goes for a newer open world game, Borderlands 4which is more open than Final Fantasy 7 Rebirthbut it also has some gating problems. Again, these games are some of the best, but open world games and the developers who make them should try to achieve a true open world experience if possible without much hindrance. These worlds should also be full of interesting things to see.

As fun as it is to explore the Forspoken thanks to the speed of protagonist Frey, there isn't much to see or do. Exceptional examples of open-world games where the player can do whatever they want almost from the start include The Elder Scrolls 5: Skyrim and The Legend of Zelda: Breath of the Wild. Assassin's Creed Shadows and Xenoblade Chronicles X they have a level gate to keep players from getting too far, but these high level areas are still accessible if players want to risk danger. True open world games are the main focus, but adding things like day and night cycles along with seasons would also be a plus.

Multiple pass methods

From climbing to sailing

The Legend of Zelda: Breath of the Wild When it launched alongside the Switch in 2017, it changed the open world scene in many ways. It added a climbing mechanic along with a stamina meter to push players to their limits. Once he climbed a huge cliff, players could jump off and slide away. Some games have since used the sliding method, e.g Rise of the Ronin. Other games have added full flight to their open environments, e.g Anthem and Hogwarts heritage.

original Marvel's Spider-Man Have players climb buildings and swing, and both mechanics felt natural. IN Marvel's Spider-Man 2suits received a sliding upgrade. In addition to climbing and sliding, there should also be some sort of horse or vehicle crossing that many games have, from horses in Ghost of Tsushima to drive the digi-runners inside Borderlands 4. It seems pointless to add vehicle mounts, but there are games such as Fallout 4which do not have good traversal upgrades beyond the player's own feet.

Quests that matter

Or Engaging Stories

An open-world game is only as compelling as the people who inhabit it. An open world game might be filled with quests, but they may not be interesting. The Witcher 3: Wild Hunt was one of the first open-world games to take sidequests to a new level, making every NPC matter. The story is just as compelling and gives players plenty to do if they choose to. Other great examples include Open and Final Fantasy 7 Rebirth.

If the side quests aren't good, then the story should at least be engaging. Both are ideal, but not every game can be perfect and some excel in certain aspects. For example, A deadly premonition is a divisive open-world game that isn't as compelling to explore. However, the game's NPCs are memorable and quirky, and the overall story is the reason to play. So developers need to find the right balance in future open world games.

Character customization

And crafts

Gamers love character customization in their games and the more the merrier. Baldur's Gate 3 they may have some of the best in recent times as players can choose their gender, race, appearance, class and much more. IN Biomutantplayers can create a small creature from scratch and each one will look different from the last. In single-player games, it makes sense that not every character can be fully customizable, but there are ways to add some flavor to story characters.

Donkey Kong Bananafor example, it allowed players to change the color of Donkey Kong's fur and decorate him with clothes along with his partner Pauline. Any way players can customize their characters will be seen as a positive. Crafting is a companion feature and not every game needs to be Palworld or Minecraft base building situation. However small things like crafting weapons similar to mods in Fallout 4may be enough to satiate the creative minds of players.

Difficulty setting

And monsters that are terrifying

This applies to all games beyond the open world experience, but they should have a difficulty setting. A good recent example is Death Stranding 2: On the Beachwhich is needed because the game can be brutal without them to experience the true courier feeling of walking through mountains and deserts. Assassin's Creed Shadows it also has difficulty levels, though the leveling mechanic still makes things difficult even on the easiest setting. Elden Ring is an open world game that doesn't have a difficulty setting, which shouldn't be that surprising since it's a FromSoftware and Soulslike game. The whole point of Soulslikes is to accept the attached challenge, but there are some that have difficulty options or assist modes like Stranger of Paradise: Final Fantasy Origin.

This is not an example of open world, but difficulty options in all games should be something developers should strive for. It goes both ways, as casual players will want easy modes, while hardcore players will want to push themselves to the absolute limit. This means that even in the simplest environment, there should be sections in every open world that are truly terrifying, like when you see enemies that are on par with the monsters in Monster Hunter Wilds to Colossians v Shadow of the Colossus. It's another example of trying to find the right balance between mechanics and visuals to create an engaging world bursting with life.

Save anytime, anywhere

Keep data safe

Another simple mechanic that open world games should have is the ability to save anywhere, anytime, or at least at the earliest opportunity within reason. Players can do this for example in Death Stranding 2: On the Beach except in story situations or if there are enemies nearby, which makes sense. The Elder Scrolls 5: Skyrim and Fallout 4 are two other great examples, and Bethesda games have generally been good with manual saves. It's great that you can stop playing at any time and then go back to exactly where the players left off.

A poorly managed example is Borderlands 4. The game saves all the time, but players can't stop what they're doing, walk away, and go back to exactly where they left off. They also can't manually save where they want, an important feature for many games, in case players want to return to that moment much later. This could be reliving an experience like a boss fight or trying out different dialogue options. On Borderlands 4'with this allows players to replay most missions, which is another feature open world games should get. First and foremost, however, a good storage system is a must.

Leave a Comment