Coming to Terms with Elden Ring and Open Worlds
February 24, 5 hours, Limgrave
It’s clear that I have come into this game with a certain impression of what it will be. After spending two and a half hours on a boss only accessible by starting the game with a specific item, I had convinced myself of the myth of what a Soulsborne game was. This was going to be hard, this was going to be a struggle, and that’s what I came here for.
The snakelike tree creature writhed around the underground arena, hardly giving me any chance to comprehend its movements. Even when I could, a slice from my estoc hardly even scratches his health.
After two hours of throwing myself without mercy against the beast, I decided it wasn’t worth the frustration and left to see what else the game had to offer.
Coming out to Limgrave, rolling hills sweep towards a church shrouded by sun soaked trees. A castle, twisted and misshapen, stands on a cliff in the distance. The branches of the Erdtree’s light reach over the top of the frame. A large horseman patrols a pathway between the ruins and foliage. It’s a striking image, but one I expected to see. Just like so many open world games before it, the protagonist sees the world set before them, a world for them to set out and conquer. A Wanderer Above the Sea of Fog.
Just as my first boss fight nudged me into my own presumptions of Elden Ring’s engagement with being a Souls game, I am convinced that I am entering a game similar to so many I have played before.
For years now, the open world genre has continued to be a mainstay of corporate videogame development. I don’t mean the general idea of an open world; that is a dream videogames have aimed for since the beginning. I am talking about an open landscape, with architecture and geographical points of interest lying on the horizon. Since the technical revelations of Red Dead Redemption and Skyrim, this landscape-based open world has become the goal of many game companies with development practices and technology working towards standardization. At first it was out of inspiration, but as the years have gone on the open world design has become a goal of investment.
In interviews with the heads of some of the biggest open world proprietors, it has been noted that open worlds are not a continued practice as a consequence of creative decision. Rather, it’s because they allow for more returns on individual property investments and create a longer life span for games. In an interview with Gamesindustry.biz, CEO of Ubisoft Yves Guillemont notes that the direction of open worlds at the company has made it so there can be the equivalent of multiple games inside of the world. He adds at the end that in Assassin’s Creed Odyssey, players tracked on average 60 hours playtime in the game and that it allows for longer term investment in a title the company works on. In an interview with The Guardian, Skyrim director Todd Howard notes, “Previously, someone might play a game for a few months, [and] a long-term play would be say six months. Now, they’re playing them for years.”
Upon my fifth hour of playing Elden Ring, I have died to the first major narrative boss, Margit, at least 30 times. After dying once again, crushing any hope of completion, I return back to a point of grace and open my map. Grace lines point north, and an obscure stretch of land reaches north and south. I could start heading in those directions, but I’m tired. I don’t feel an urge to fill out the map.
I close my map, and stop for the evening to go to bed.
February 26, 11 hours, Weeping Peninsula
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