May 26th, 2015 by Kurt "Chet" Christel

I’m starting to notice something that is getting on my nerves in some open world games. It’s no secret that there is an upward trend in these games to just litter the world with random stuff to do and collectibles to find (once you’ve unlocked the map by climbing a tower, of course). You do this because the story missions have become dull or won’t let you progress unless you’ve done some. That, or you’re a completionist and you just cannot stand that map having all those gash darn naggin’ dots on it, antagonizing you for the next 20 hours of your life. Eventually, you will unlock a snazzy new outfit that is just perfect for your character to wear for the next 30 minutes of gaming before you quit the game forever.

I’m not here to complain about that. No, sometimes there’s a different problem with the open world layout of games. Every here and there a game is somewhat deceptive over just how much it’s going to bog you down with quests as you progress. Let me start with a game I won’t name until I’m done describing it. That way we can see if you can guess which game I was playing before I finish. Sound good?

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