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.
While most games have a set objective and you cannot steer too far from the path given to you, there are exceptions to the rule that should be addressed. The "Elder Scrolls" series, for example, allows for a massive world with many landmarks and civilizations for you to travel through and loot, depending on what kind of location you're in. You don't necessarily have to go about the main quest first. In fact, you don't even have to pay any sort of mind to said quest if you don't want to.
Everyone can play these games in their own way, regardless of whether they want to take time to explore or to get down to the main objective without any aspect hindering the path. Adventure racing can potentially follow the same path since there is a great terrain made available to you and it's made to be competed in. The difference is that these games do not have the same kind of urgency that these events possess. You have to be in it to win it and events such as Spartan Race show it.
I think that it's possible for there to be a marriage between freedom in games and a hectic nature as well. The "Elder Scrolls" games are especially great because you can tackle as many quests as you want, setting your own frantic pace as you'd like. Sometimes a challenge can come from what you set, which is what these kinds of races are all about. While the environment may challenge you to some degree, I believe that an internal challenge can be that much greater.
I don't think that there's a single developer who takes on a game to create without some idea in mind. There has to be an image that was conceived beforehand and it's up to them to work in order to make that image come to life. One of the choices to consider during this cycle of development, however, is gameplay and how different types of players can go about it. I think a choice should be given to the consumer as to whether they'd like to travel freely or not.
While most games have a set objective and you cannot steer too far from the path given to you, there are exceptions to the rule that should be addressed. The "Elder Scrolls" series, for example, allows for a massive world with many landmarks and civilizations for you to travel through and loot, depending on what kind of location you're in. You don't necessarily have to go about the main quest first. In fact, you don't even have to pay any sort of mind to said quest if you don't want to.
Everyone can play these games in their own way, regardless of whether they want to take time to explore or to get down to the main objective without any aspect hindering the path. Adventure racing can potentially follow the same path since there is a great terrain made available to you and it's made to be competed in. The difference is that these games do not have the same kind of urgency that these events possess. You have to be in it to win it and events such as Spartan Race show it.
I think that it's possible for there to be a marriage between freedom in games and a hectic nature as well. The "Elder Scrolls" games are especially great because you can tackle as many quests as you want, setting your own frantic pace as you'd like. Sometimes a challenge can come from what you set, which is what these kinds of races are all about. While the environment may challenge you to some degree, I believe that an internal challenge can be that much greater.
I don't think that there's a single developer who takes on a game to create without some idea in mind. There has to be an image that was conceived beforehand and it's up to them to work in order to make that image come to life. One of the choices to consider during this cycle of development, however, is gameplay and how different types of players can go about it. I think a choice should be given to the consumer as to whether they'd like to travel freely or not.
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