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I’ve noticed that when I play open world games I can have wildly different emotional reactions to exploration. Like, a new quest hub opens up and sometimes I go “Oh nice, there’s so much to do” and sometimes I go “oh no, there’s so much to do”. Why does this happen and what design choices make the difference?

Ask a Game Dev

In cognitive psychology, there’s this concept called “Cognitive Load”. You already have all of these things you’re thinking about already - this quest for this NPC, that collection for the thing you wanted to craft, how to defeat these particular monsters, etc. Beyond that maximum, you start forgetting things and need to be reminded.

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Sandbox vs themepark

Raph Koster

It was like resetting a little stage-play; the NPC actors hit their marks and reappeared at their start location. If you follow that link, you’ll see open world events occurring as the quest proceeds, done without zone or quest locking, etc. Not that I coined them, of course; the concepts were very much in the air.

Sandbox 64