Open worlds can afford to be small, as long as they feel vast

Last year Assassin's Creed Shadows associate game director Simon Lemay-Comtois made headlines by revealing that Ubisoft's latest open world game had a "smaller" map than its predecessor, Assassin's Creed: Valhalla. He compared it instead to Assassin's Creed Origins, which recreates roughly 80 square kilometres of ancient Egypt, next to Valhalla's exhausting 250 square kilometre expanse of land and sea. That story sparked a couple of thoughts for me. A surge of relief, of course, because life is short and video games are often far too long. And secondly, the realisation that I don't really know what "bigger" and "smaller" mean in a video game, and I'm not sure anybody else does either. Read more

Apr 4, 2025 - 17:27
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Open worlds can afford to be small, as long as they feel vast

Last year Assassin's Creed Shadows associate game director Simon Lemay-Comtois made headlines by revealing that Ubisoft's latest open world game had a "smaller" map than its predecessor, Assassin's Creed: Valhalla. He compared it instead to Assassin's Creed Origins, which recreates roughly 80 square kilometres of ancient Egypt, next to Valhalla's exhausting 250 square kilometre expanse of land and sea.

That story sparked a couple of thoughts for me. A surge of relief, of course, because life is short and video games are often far too long. And secondly, the realisation that I don't really know what "bigger" and "smaller" mean in a video game, and I'm not sure anybody else does either.

Read more