By their very nature, open-world games are designed to provide players with an extensive canvas to explore, encouraging almost unrestricted creativity and interaction. However, despite developers’ best efforts to deliver such experiences, challenges remain in capturing the full scope of player expectations. Take Sucker Punch, the company behind the acclaimed Ghost of Tsushima. This tale of samurai set in feudal Japan was widely celebrated, yet it wasn’t without faults, particularly with reviewers calling out its somewhat repetitive gameplay. Now, with Ghost of Yotei on the horizon, the studio seems focused on reducing these repetitive elements while still retaining what made the original game a hit. It’s a tricky balance they must strike.
There’s an old saying popular among creative circles: “If it ain’t broke, don’t fix it.” This could very well apply to Sucker Punch’s strategy for Ghost of Yotei. Reflecting on Ghost of Tsushima’s rare critiques, while important, the developer must be cautious not to overhaul its successful formula entirely. The first game’s side quests, combat mechanics, and exploration sometimes lacked depth, which might not sit well with gamers if repeated in the sequel. To enrich the depiction of 17th-century Japan, Sucker Punch could introduce some meaningful changes that expand the scope and immersion of the world they are constructing.
Sucker Punch must tackle the evident shortcomings found in Ghost of Tsushima. While the game’s combat is generally applauded for its fluid and engaging design, the recurring enemy archetypes could leave a staleness over time. As they develop Ghost of Yotei, adding new types of foes beyond the spear-wielders, shield bearers, and archers from Tsushima could make encounters more exciting. Similarly, decreasing the frequency of random enemy skirmishes while exploring the map may be wise, as constant battles can become tedious when trying to journey across the game’s expanse.
Additionally, the studio should consider revamping the side quests in Ghost of Yotei. While those in Tsushima were necessary for fully exploring the world, they often boiled down to saving villagers and ticking off similar distractions, which didn’t sit well with players seeking more unique narratives. Game series like Assassin’s Creed have effectively varied their quests by taking players to diverse settings, offering a change of pace that Tsushima sometimes lacked due to its relatively uniform architecture and environments.
Now, while these repetitive features were sometimes a burden, they also played a role in how players progressed their characters. The process of overcoming similar challenges and gradually becoming more powerful is a staple of RPGs, rewarding players for their perseverance. Ghost of Tsushima’s bandit and Mongol encounters became emblematic of its setting, reinforcing the oppressive atmosphere intended by the narrative. Similarly, Ghost of Yotei could feature its unique challenges, maintaining some repetition to establish its identity while allowing players to feel their growth and development throughout the game. This is key to fostering an immersive gaming experience, even as improvements to side quests and environment variety are introduced.
Sucker Punch, with the approach of Ghost of Yotei, should not fear innovation but must also appreciate the importance of certain repetitive elements that contribute to character development and immersive storytelling in the rich setting of 17th-century Japan.