Thursday, April 25, 2013

The Imperative Nature of Adventure Racing For Video Games

By Rob Sutter


I am the kind of person who, when he plays a game, expects a big world to play around in. I like being able to travel and not care about the main quest until I absolutely must get to it. Going off the beaten path has a sense of wonder to it because you're going to be traveling across the land in a way that the developers probably did not intend for you to do. Nonetheless, adventure racing is an outstanding type of event that these games can draw inspiration from.

It's common that each game you play will have an objective and it's up to you to see each title to the end in order to see that fruits of your labor. However, you have to consider the slew of other titles that allow you a bit more freedom and when it comes to that aspect, the "Elder Scrolls" series stands tall. With a wide terrain to move about in and many dungeons, caves, and other areas to explore, you're not going to run out of things to do soon. You can even entirely ignore your main objective.

This allows people to play the games in their own ways, whether they want to get down to business or simply explore without a care in the world. I believe that this can compare to adventure racing, based mostly on the idea that there's a wide space for you to operate within. However, the big difference between these races and open-ended gaming is that there is a goal to achieve and you have to work towards it. That's the attitude that competitors in events like Spartan Race have.

From what I've seen, I think that being able to go at your own pace in a game can coincide with a frantic nature. For instance, the "Elder Scrolls" titles have shown that you can go about quests as you'd like even though there's still that sense of freedom. If you want to be able to tackle harder quests - and there are many to look at - it's entirely possible to do so. This is the kind of proverbial playground that you would benefit from playing inside of.

I don't know if there's even one developer who takes up a project and doesn't have even the simplest of blueprints in mind. There's an idea that has to be seen and that visualization has to come to fruition once the game itself is complete. Many choices are going to take up the final product, such as the level of freedom that is given to players. It may be a smart idea to give players the luxury of an open-ended environment so that they may play as they see fit.




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