The Imperative Nature of Adventure Racing For Video Games

By Rob Sutter


I am the kind of person who, when he plays a game, expects a big world to play around in. I like being able to travel and not care about the main quest until I absolutely must get to it. Going off the beaten path has a sense of wonder to it because you're going to be traveling across the land in a way that the developers probably did not intend for you to do. Nonetheless, adventure racing is an outstanding type of event that these games can draw inspiration from.

Most games that you play will have a certain objective and that means you're not going to steer too far away from the goal that is presented to you. There are exceptions that allow for a greater sense of freedom, however, and the "Elder Scrolls" series stands tall in that regard. Each game boasts wide words with many landmarks to discover and lurk about in. You have a "main quest" that should be focused on but some fans will tell you that it's not entirely necessary to complete it.

Everyone can play these games in their own way, regardless of whether they want to take time to explore or to get down to the main objective without any aspect hindering the path. Adventure racing can potentially follow the same path since there is a great terrain made available to you and it's made to be competed in. The difference is that these games do not have the same kind of urgency that these events possess. You have to be in it to win it and events such as Spartan Race show it.

That doesn't mean that you can't both relaxation and urgency working together, right? For example, you can go about the main story in the "Elder Scrolls" games as much as you'd like but there are always going to be certain points within the story that you can stop and catch your breath for a while. This allows you the chance to go back out into the wilderness and see what's out there. It's a sort of playground in which you can set the rules as you see fit.

I don't think that there's a single developer who takes on a game to create without some idea in mind. There has to be an image that was conceived beforehand and it's up to them to work in order to make that image come to life. One of the choices to consider during this cycle of development, however, is gameplay and how different types of players can go about it. I think a choice should be given to the consumer as to whether they'd like to travel freely or not.




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