Prøve GULL - Gratis

ALL ROADS LEAD TO ROAM

Edge UK

|

September 2025

Are open-world games one genre or many? And where are they headed?

- CHRISTIAN DONLAN

Every work of art begins with a sheet of blank paper, and every sheet of blank paper offers one fundamental choice: portrait or landscape? For the past few generations, videogame developers have often chosen landscape, setting their adventures across sprawling maps that you can navigate as you choose, concentrating on the narrative or scattering to the distant hills just to see what might be hiding there. These are open-world games, and together we've spent millions of hours in places like this. We've collected Agility Orbs, stolen cars from strangers (and then backed over them), climbed towers to synchronise our viewpoints, and faced penalties for leaving the mission area – and really, could you judge us for that?

Open-world games have showcased design at its most luxurious, extravagant and intoxicating. They've given us the freedom so many videogames promise and struggle with. Forget building missions; why not build entire neighbourhoods in games such as Crackdown and let the mission flow where it will? Forget building ski runs; why not opt for Steep’s mountain range, individual slopes waiting to be chained together in new ways?

And yet 2025 sees open worlds themselves in a quandary. On one hand, the genre of choice is losing ground to newer, and perhaps less risky, options such as Soulslikes and Roguelikes. On the other, the biggest game in the history of the form is due to land in 2026, and it promises to deliver an open world created with the kind of lavish attention to detail that no other studio could afford. Many design teams are already scattering in the shadow of GTAVI, which won’t only recreate a huge stretch of Florida but also the modern milieu of social media and unnerving politics that flows through it. How can you compete with that?

This series’ impact is so great that, for many years, open worlds were synonymous with GTA, just as shooters were once known as Doomlikes. And yet

FLERE HISTORIER FRA Edge UK

Edge UK

Edge UK

Post Script

Battlefield 6's singleplayer offering wouldn't have matched Call Of Duty in 2011

time to read

2 mins

Christmas 2025

Edge UK

Edge UK

Post Script

The art of not fighting

time to read

3 mins

Christmas 2025

Edge UK

Edge UK

Absolum

In its branching structure and buffet of combat techniques, it can stand toe to toe with any champion

time to read

4 mins

Christmas 2025

Edge UK

Edge UK

Ball X Pit

Fire and petrol. Coke and Mentos. Beans and toast. Of all the potent combinations to emerge throughout recorded history, Kenny Sun's Ball X Pit offers one of the most devious concoctions yet: Vampire Survivors and Breakout.

time to read

2 mins

Christmas 2025

Edge UK

Edge UK

COLLECTED WORKS JERK GUSTAFSSON

From making Quake maps to reviving Wolfenstein, with a master of firstperson videogame design

time to read

14 mins

Christmas 2025

Edge UK

Edge UK

Dreams Of Another

The man in pyjamas may be holding an automatic rifle, but as we keep the trigger squeezed, rattling out an infinite supply of bullets, Dreams Of Another feels as therapeutic as PowerWash Simulator.

time to read

2 mins

Christmas 2025

Edge UK

Edge UK

Battlefield 6

There's always a way to throw yourself back into the fray or to grab a breather and assess your options

time to read

6 mins

Christmas 2025

Edge UK

Ninja Gaiden 4

Ninja Gaiden 4 revels in the transgression of refusing to stop where you'd normally expect

time to read

4 mins

Christmas 2025

Edge UK

Edge UK

BACK TO LIFE

Herobeat Studios hopes for redemption in the face of environmental collapse

time to read

1 min

Christmas 2025

Edge UK

Edge UK

RETRY.EXE

Inside the long and gruelling journey of Lunar Software's sinister sci-fi horror

time to read

14 mins

Christmas 2025

Listen

Translate

Share

-
+

Change font size