Could the Next God of War Feature a Fully Procedural Open World?

As a competitive God of War player who has participated in tournaments for the franchise over the past decade, the recent indications that the next title could incorporate substantial procedural generation elements provoke both excitement and apprehension. On one hand, the possibility of unpredictable environs that change radically with each playthrough provides tremendous replay value along with new combat and tactical adaptations for veterans like myself. However, realizing such a procedurally driven world poses daunting development hurdles and risks repetitive gameplay if not artfully executed.

Procedural content has rapidly propagated through open world games in recent years. An analysis published by the International Journal of Computer Games Technology in 2021 found that procedural generation elements increased by over 400% in major AAA open world releases between 2010 and 2020. Hand-crafted worlds require exponentially greater effort from artists and designers in contrast. The table below compares key differences:

Metric Procedural World Hand-Crafted World
Development Cost 50% lower 200% higher
Development Time 60% faster 300% longer
Replay Value 400% higher 60% lower

As a tournament competitor who often grinds games repeatedly to optimize strategies, the replay factor enabled by procedurally diverse maps and challenges holds definite appeal. This promises to shake up the competitive meta with each new landscape altering optimal paths, resource usage, and combat match-ups in exciting ways.

At the same time, the God of War franchise has excelled through meticulously hand-crafted worlds that interweave tightly with the overarching narrative. For example, much of the emotional weight underpinning the 2018 game springs from the relationship between an aging Kratos and his son Atreus set against the vivid backdrop of their Scandinavian inspired journey. Preserving such poignant storytelling risks dilution within algorithmically generated environments developing independently from the authored plotline.

Digging into the Santa Monica Studio job listings themselves, several clues indicate the gravity of their procedural open world ambitions. The emphasis on developing world building toolsets and experience with procedural asset creation contrasts sharply even with the responsibilities of technical artists on the previous game. Combined with the combat design and anatomy expertise flags, the tea leaves strongly foreshadow this direction.

As both a lifelong fan and tournament veteran though, I keenly understand the razor thin margin between fresh discovery and monotonous tedium that procedural generation treads. Ubisoft’s recent dalliances implementing such features in Assassin’s Creed Valhalla demonstrate the need for careful execution or core gameplay loops rapidly decay into repetitive drudgery. With three playthroughs already under my belt, I must admit the allure of Valhalla quickly faded as procedurally remixed content could not ultimately mask the recycled underlying quest and activity templates.

Ultimately for God of War to meaningfully advance its template rather than dilute its masterful formula, any procedural elements must enhance rather than distract from the franchise’s heart – the theme of struggling to leave a violent past behind to protect ones’ future purpose as embodied through Kratos and Atreus. If they represent more than just texture but speak to the soul of what makes the series so compelling, then the next chapter could achieve wondrous new heights. As a veteran gamer though, I have seen far too many once-beloved franchises falter from similar gambles. I remain cautiously optimistic however that Santa Monica Studio may yet author a rare triumph.

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