Features that must be in every new Open-World game

Open world games are some of the most popular gaming experiences out there, and it's easy to see why. They give players the most bang for their buck by letting them explore a huge world filled with content. Some open world games have better exploration options than others, but the point remains.

On the horizon are some big open world games coming out in 2026, like Grand Theft Auto 6 and The Blood of Dawnwalker. They should have the following features to make their worlds more immersive. Open world play beyond this point should also be noted. Not all open world games need to be the same, but it would make for a more compelling experience if these features were included.

Worlds without borders

And make the environments varied and interesting

Final Fantasy 7 Rebirth is an amazing game with amazing and scenic open areas to explore. However, there are gate issues as the game is very story oriented. The same goes for a newer open world game, Borderlands 4which is more open than Final Fantasy 7 Rebirthbut it also has some gate issues. Again, these games are some of the best out there, but open world games and the developers who make them should strive to achieve true open world environments without much gating, if possible. Also, these worlds should be filled with interesting things to see.

As fun as it is to explore the Forspoken thanks to the speed of protagonist Frey, there isn't much to see or do. Some outstanding examples of open world games where the player is free to do whatever they want almost from the start include The Elder Scrolls 5: Skyrim and The Legend of Zelda: Breath of the Wild. Assassin's Creed Shadows and Xenoblade Chronicles X have level gates to prevent players from getting too far, but these high-level areas are still available if players want to risk the danger. True open world gameplay is the main goal, but adding things like day and night cycles, along with seasons, would also be a plus.

Multiple review methods

From climbing to sliding

The Legend of Zelda: Breath of the Wild changed the open world scene in many ways when it launched alongside the Switch in 2017. It added climbing mechanics along with a stamina meter to push players to their limits. Once a large rock was picked up, players could jump off and slide away. Some games have used the sliding method since then, such as Rise of the Ronin. Other games have added full speed into their open world environments, such as Anthem and The legacy of Hogwarts.

The original Marvel's Spider-Man let players climb buildings and swing around, and both mechanics felt natural. IN Marvel's Spider-Man 2the costumes received gliding upgrades. In addition to climbing and sliding, there should also be some form of suspension or vehicle passing, as many games have, from horses in Ghost of Tsushima to drive in digi-runners Borderlands 4. It seems like a simple thing to add vehicle mounts, but there are some games, such as Fallout 4which do not have good walkthrough upgrades beyond a player's own legs.

Assignments that matter

Or captivating stories

An open-world game is only as compelling as the people who inhabit it. An open world game may be filled with quests, but they may not be interesting. The Witcher 3: Wild Hunt was one of the first open world games to take side quests to a new level, making every NPC important. The story is just as compelling and gives players plenty to do if they so desire. Other good examples include Avowed and Final Fantasy 7 Rebirth.

If the side quests aren't great, the story should at least be compelling. Nailing both is ideal, but not all games can be perfect, and some excel in certain aspects. For example, Deadly premonition is a divisive open-world game that isn't all that compelling to explore. But the game's NPCs are memorable and quirky, and the overarching story is the reason to play. So developers need to find a good balance in future open world games.

Character customization

And crafts

Gamers love character customization in their games, and the more the better. Baldur's Gate 3 might have some of the best in recent memory, as players can choose gender, race, appearance, class, and so much more. IN Biomutantplayers can create a small animal from scratch, and each one will look different from the last. In single-player games, it makes sense that not all characters can be fully customizable, but there are ways to add some flavor to historical characters.

Donkey Kong Bananafor example, allowed players to change the fur color of Donkey Kong and dress him up with clothes along with his partner, Pauline. Any way players can customize their characters will be seen as a positive. Crafting is an included feature, and not all games need to be one Palworld or Minecraft base building situation. But little things like weapon crafting, similar to the mods in Fallout 4can be enough to satiate the creative minds of players.

Difficulty settings

And monsters that are terrifying

This applies to all games beyond open world experiences, but they should have difficulty settings. A good recent example that has them is Death Stranding 2: On the Beachwhich is needed because that game can be brutal without them to experience the true courier sensation of walking through mountains and deserts. Assassin's Creed Shadows also has difficulty levels, though the leveling mechanic still makes it difficult even on the easiest setting. Fire Ring is an open world game that doesn't have difficulty settings, which shouldn't be too surprising since it's a FromSoftware game and a Soulslike. The point of Soulslikes is to accept the challenge attached, but there are some that have difficulty options or help modes that Stranger of Paradise: Final Fantasy Origin.

It's not an open world example, but difficulty options in any game should be something developers strive for. It goes both ways, as casual players will want easy modes while hardcore players will want to push themselves to the absolute limit. That said, even on the easiest setting, there should be sections in every open world that are truly terrifying, like seeing enemies that are way above players from the monsters in Monster Hunter Wilds to the colossi in Shadow of the Colossus. It's another example of trying to find the right balance between mechanics and visuals to create an engaging world full of life.

Save anytime, anywhere

Keep data safe

Another simple mechanic that open world games should have is the ability to save anywhere, anytime, or at least the closest possibility within reason. For example, players can do this in Death Stranding 2: On the Beach except in story situations or if there are enemies nearby, which makes sense. The Elder Scrolls 5: Skyrim and Fallout 4 are two other good examples, and Bethesda games have generally been good at manual saves. It's great to be able to stop playing at any time and then return right where players left off.

A mismanaged example is Borderlands 4. That game saves all the time, but players can't stop what they're doing, quit, and then return right where they left off. They also can't manually save where they want, which is an important feature for many games, in case players want to return to that moment much later. It could be reliving the experience, like a boss fight, or trying out different dialogue options. To Borderlands 4pp credit, it gives players the ability to replay most missions, which is another feature open world games should get. First of all, however, a good rescue system is a must.

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