I disagree. RDR2 especially showed how videogames can eclipse the linear form. A massive world with multiple characters that you get to know intimately from a variety of different angles. A sense of place that is unrivaled.
It's those multiple perspectives where open worlds shine and can do something new with narrative.
Open-worlds can be good for creating a sense of place, but everything else mentioned does not require an open-world to do.
Linear games on the other hand are constantly trying to be movies (and mostly failing) rather than attempt what Rockstar do, which is to see if they can make it feel like you are the one propelling the story. I would also say that if a player gets put on rails in ANY game, let alone an open world one, then it elicits frustration.
No, because with a linear game you already know you’re going to be on rails to some extent, hence less frustration. You are not told “You can go anywhere and do anything.” by a linear game.
Rockstar's games are always about rebellion and that sense of freedom is very important. People call RDR2 boring, but I see that game as being relaxing -- because riding around on my horse looking at nature IS relaxing. It's chilled in the way a western is chilled. Nothing much happens most of the time then there's a big firefight, then it goes back to being relaxing again. That's what westerns do.
I don’t find it boring but I do find it restrictive when you’re on mission. What good is an open-world if during missions I have to do exactly what the director wants exactly when they want or it’s mission failed?
The Metal Gear Solid V approach to missions is the better design. Here’s a big base, your goal is to rescue Miller, figure it out, we don’t care how you do it you just need to get him to the chopper. Here’s a bunch of tools. Have fun.’
And none of this would be possible to the degree it is here with a linear game. You couldn't make a game about actually being free, being an outlaw and living on the fringes of society if you were forced to do everything.
Sure you could, movies do it all the time. Linear games are simply aping movie tropes to tell their stories. It would depend on if you’re interested in telling a story or interested in providing the feeling of being an outlaw through play. I loved RDR2, but it did not provide that feeling through play on missions. On missions, I may as well have been playing The Last of Us. The game is
strongly directed inside a mission.
So I disagree that the story in RDR2 was not served by open world. The themes of man vs nature, man ruining / conquering nature and people being pushed out by industry are all served extremely well by that open world structure.
All those themes can be conveyed in a linear format as well. They didn’t
need the open-world to work. Now, the way it is done in RDR2 is unique, I suppose. You may have a point there.
It's not that I'm arguing that linear games aren't better at stories, they usually are, but I think open world offer up a new way of telling stories that can be superior -- Linear games are headbutting a brick wall right now. Mainly because defining a character ONLY through violence limits possibilities -- so seeing our character have more free will, acting in an open world rounds them out.
Open-world games do offer up new ways of telling stories, but we’re not getting that. We’re getting ”open-world mode” and “on-mission mode.” In the former you are free to go where ever you want to do what you like, in the latter you better do exactly what we want or it’s a restart. Open-world games have an opportunity to experiment and find a new way to do it, but nobody is experimenting that I can think of. It’s all the same design we’ve had forever or variations on it.
It takes time to work these things out and I’m sure no publisher wants to pay a developer for a year or more to brainstorm and figure this stuff out. The market doesn’t seem to care one way or the other, so I figure we probably are reliant on independent developers to crack the problem, once again.