Small Video Game Worlds Are Underrated
Game settings don’t need to be huge to be impactful
Neon lights sparkle into my face as I make my way over to Club Sunshine from the Grand. Though Sunshine is on the other side of Sotenbori, it’s not a long walk. I know these streets by heart. I’d need neither map nor compass to find my favorite sushi restaurant or a discount store. The only thing I don’t know is what odd fellow, local thug, or person in distress I will encounter on the streets this time.
I am playing Yakuza 0, my first entry into this series, and I am reminded of a world design that I haven’t experienced in a long time. I find that most games tend to be rather extreme with their level design. Either they opt for strict linearity, usually in favor of high-speed story-driven gameplay, or they brag about their vast and massive open worlds, customarily sprawling with activities.
The game’s developer, Ryu Ga Gotoku Studio, chose a different route, reminding me of what one can achieve with more miniature worlds. Yakuza 0 features two separate open worlds. I struggle to choose between describing their size as small or medium, but I suppose by today’s standard, the…