Is Uncharted Really an Open World Game Franchise?

No—at their core, the Uncharted games developed by studio Naughty Dog follow a predominantly linear, cinematic action-adventure structure. However, the most recent mainline entries have incorporated some non-linear exploration, hinting at an evolution in design philosophy for the iconic PlayStation property. Let‘s analyze the evidence.

Traditional Open World Hallmarks

Table: Comparing Franchise Map & Mission Structure

FranchiseOpen World TraitsUncharted (Latest Titles)
The Elder Scrolls– Freely roam contiguous overworld from start
– Choose mission order
– Encourages wandering off main quest path
More guided/funneled traversal
Set-piece heavy
GTA V– Seamless access across entire city
– Side activities readily available
– Minimal gating
Less activity density
Gated progression
Red Dead Redemption 2– Living ecosystem with responsive wildlife/citizens
– Dynamic ambient events
– Camping/survival mechanics
Scripted cinematic sequences
Less systems depth

As we can see, established open world franchises promote non-linear exploration and progression from the very start. Environments feel like a cohesive whole rather than compartmentalized set pieces. Depth emerges from complex interactions and custom paths.

Uncharted instead carefully guides players through specific routes and spectacular bespoke scenarios. The priorities lie in crafting a thrilling rollercoaster ride aligned to story beats.

But the design philosophy has not remained entirely static…

Recent Experiments With Openness

Uncharted 4: Wider Levels & Vehicles

Creative director Neil Druckmann told PlayStation Blog Uncharted 4 flirted with being "set in a massive, massive open city." One remnants is the sprawling Madagascar level and ability to drive vehicles around its terrain. Per Druckmann:

"We still have these kind of open spaces you can explore at your own pace. There’s still this push and pull between the cinematic storytelling and the interactive exploration."

So wider explorable areas emerged, hinting at a shift, but anchored to story needs.

Uncharted: The Lost Legacy – Self-Contained Open Zones

Lost Legacy built upon Uncharted 4‘s scoped increase in freedom through its expanded linear chapters set in semi-open world hubs across India. Players tackle side quests, hunt for artifacts, and customize playstyles more freely between main missions.

However, these zones remain self-contained sandboxes. According to game director Kurt Margenau:

“[The sandbox areas are] not going to be an open world where the whole game takes place in one massive seamless open layout."

So again ambition towards openness was tempered by cinematic priorities.

Reading Between the Lines

Analyzing Naughty Dog‘s iterative embracing of open gameplay points to an internal tension:

How to balance player freedom with staying true to Uncharted‘s narrative vision?

From all clues, ND recognizes fan appetite for flexible exploration alongside the carefully constructed thrills that define the franchise. Their solution seems to be Meet in the Middle Design…

  • Maintain focused, climactic story showcase sections
  • But relax the reins in replenishing open breathing spaces between plot beats

This allows them to have their cinematic cake while letting players roam free.

The Verdict? Context Required Openness

Based on current evidence, here is this gamer‘s verdict on whether Uncharted has gone full open world:

Uncharted borrows open world elements but fuses them to alignment with character context and story needs first.

The series embraces player freedom when the protagonists have narrative space to wander between big story moments. See the sprawling voyage in Uncharted 4 once Sam enters the picture mid-game.

But Naughty Dog avoids the sandbox dilution of weaker open worlds lacking a grounded centre. By saying no to unchecked scope creep they avoid over-indulgent tedium while still surprising fans with exciting wider playgrounds.

That‘s why Lost Legacy feels like the pinnacle realization of this vision – we get self-contained intimate sandboxes perfectly timed to resonate with the leads‘ personalities and shifting dynamics.

In summary – Uncharted walks the line between open and linear in very much its own signature way. And I have a feeling the best is yet to come following this promising direction…

Let me know your thoughts in on my analysis the comments below! Do you think Uncharted strikes the right balance or should lean harder into the open world model?

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