Imagine a game where you inhabit a living breathing world with the freedom to go anywhere you want. Find your own unique solutions to the problems you encounter. Befriend any NPC on your way and form lasting relationships.
There is a sort of common wisdom in game development that player freedom has to be sacrificed in order to create a more emotional meaningful story experience. That is why the emotional story parts often are created with hand-written narrative and cutscenes. Rather than compromise, I believe we can have both the sandbox gameplay together with the top-quality story.
Freedom
Freedom can make the game more interesting and is a way to improve immersion. I’m going to cover freedom under the topics of mechanics, traversal and story. These correspond to the concepts of Volition, Autonomy and Agency. Most discussions about freedom in games usually refer to just one or two of these.
Mechanics
The mechanics connect you to the world. The responsiveness of the control will let you embody your avatar. The world should react to everything you do. The ability to touch the grass, move objects and leave your mark will enhance the immersion.
Volition is your ability to act according to your will. Anything that temporarily blocks your actions will diminish your volition. For example, if a door can’t be opened because of a scripted quest that requires you to do something else first. If there is an object you should be able to push but it doesn't react. Cutscenes are another example of something that takes your volition away.
The basic actions you use are often called verbs. I don’t like to use interact as a verb, since that will mean very different things depending on the context. The verb should be directly mapped to a specific movement of your avatar. That will not only enhance the embodiment, but also make the actions easier to understand. It will also remove the worst of the downside of the contextuality when you are on the edge of switching context.
It should be clear what you can do in the world and what effect you can expect from your actions. Ideally, anything seen in the world should interact with everything else according to rules you can learn to understand and use to your advantage. The combination of all the player equipment and abilities with everything in the environment should create a possibility space large enough to give players the freedom to choose their own approach according to their playstyle and preference and give them the ability to find their own uniquely clever solutions for what they want to do. This type of Systemic Environment giving you tactical freedom can be seen in many sandbox games, CRPGs and immersive sims.
Traversal
The freedom to explore anywhere you want. You should not be locked to a specific area because of a specific quest. You may be trapped in a room, but you should be able to use all the mechanics and environment to try to escape if you want. No blocked actions. No invisible walls. No indestructible doors. This will build on your volition to increase your Autonomy; the power to make your own plans.
A character that can or should be able to jump and climb should also be able to get up on objects in the world. Unclimbable rubble or invisible walls restricts your autonomy. Rubble blocking passages are all too often used in linear games to keep the player on the right path. Some linear action-adventure games have started using wide-linear levels where you have the freedom to choose a couple of different paths or at least feel like you have the choice of path, but still end up in the same place at the end of the level. The design of the level with rubble and highlighted paths are of course meant to serve the pacing of the hand-written narrative. All the resources can be focused on a limited set of locations that are needed for the story.
Even open worlds often have places with invisible borders or indestructible objects just so that they can function in specific scripted quests. That is an effect of the old way of doing quests where it becomes too hard to make the quests work if the player has the freedom to visit and affect places in the wrong order. It's often done with an object you must interact with, that only becomes available according to the quest progression. The better alternative is to use Systemic Story to adapt quests to anything the player has done.
The possibility to go everywhere will also introduce numerous ways to get stuck. The locking down of places and actions are often a way to avoid puzzles getting to an unsolvable state. Quest items can be lost or destroyed. Doors can be buried under tons of rubble. Important characters can die. Or you could find yourself in a hole with nowhere to go. Handling all this with a traditional hand-written narrative would be too much work. See my article about traversal freedom for more about what happens if the player is stuck.
Some games use procedural generation in order to populate a world with objects. Most open worlds use those algorithms during the development of the world, so they don’t have to hand-place each tree and blade of grass. With a set random seed, the world will look the same for every player, and that also allows the game to be fine-tuned with hand-crafted details that overrides the procedural parts.
For a Systemic story game, that can adopt the story based on player choice, the actual locations can be kept undetermined until the player actually gets knowledge about it. The simulation that updates the world will only simulate the parts that the player has in memory, gradually phasing out the details as the possibility-space grows. This will allow the virtual game-master to relocate story elements based on which clues the player decides to follow.
Story
The Agency to affect significant and lasting change in the world and shape your future. That doesn’t mean that you will automatically succeed in anything you do. The world will remember the things you have done and react accordingly.
A good story usually has an arc with a promise in the beginning that gets fulfilled in the end, with emotional depth, a cohesive theme and much more. As part of the story and character development, there usually needs to be a low point that finally forces the protagonist to give up one of their prevailing faulty assumptions about life. The events in most great story games are carefully crafted to serve the theme and arc for the future resolution. They would lose their impact if the player avoided the misfortune that the story needed.
Story-based games usually set up limitations in order to keep the story on track. This is usually done by restricting where the player can traverse, what things the player can interact with, available dialogue options, or with scripted events or cutscenes. No matter what you do, your character will get themself into trouble. Great care is put into the framing to create parity between the player and what the player character must do. Agency is upheld if the game succeeds in making the player want to do the things that progresses the story.
A game with linear narrative is described as railroading. For players there the parity is not upheld, this becomes a problem. More often than not, you will smell the coming ambush and be frustrated that your avatar had no autonomy to prepare and be more careful. Even worse is when the avatar is forced to do things that the player absolutely doesn't want to do, as in making an NPC upset, saying stupid things, or even killing people when you would rather avoid them or make friends. As a pacifist, this is something that frustrates me in almost every chapter of every action-adventure game.
One of the most common critiques of games with branching narrative is that choices that felt important did not have the impact they hoped for. Why bother making the choice if it doesn’t matter in the end? Most game developers try to make the choices feel impactful, but there is a certain percentage of the players that are left unsatisfied. The limits of branching narrative is that every combination takes additional development resources. Some players see how outside events again and again push them back to the main branch.
Full version at https://blog.jonas.liljegren.org/the-promise-of-adventure/