Open world games are better if you can turn off your Gamer Brain

Do you remember the season of the orb? It was spring 2007, and everyone I knew with an Xbox 360 had green orb fever. There were 500 green agility orbs scattered around Crackdown’s Pacific City, and I spent days hunting them, leaping across rooftops to scoop them up at full sprint. Each one I picked up helped me run faster and jump farther, and I used that blooming power to explode bad guys and throw cars like the Incredible Hulk. But mostly it was a game about collecting orbs. 

Looking back, it’s a memorable early example of what I’d now call checklist open world design—as a Redditor perfectly described a few years ago, games where you’re “going around an open world and doing various menial tasks that resemble ticking things off a checklist,” ideal for playing while also watching “low effort” TV shows or listening to podcasts. Ubisoft has famously made dozens of games in the checklist mold, piling side activities atop side activities to give you hundreds of hours of stuff to do in each giant open world.

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