The bottom line
Deus Ex: Mankind Divided shows that a small, dense open world can be richer than a huge, sparse one. Developers should stop racing to build bigger maps and make full use of the space they have.
Key takeaways
- A bigger world is not a better one, because one team can only make so much. 0:16
- No Man's Sky has 18 quintillion algorithm-made planets, yet the same structures repeat and sit miles apart.
- Players find that their "unique" planet has already been discovered elsewhere.
- Prague is tiny, so every part of it is packed with things to find. 1:41
- It has four train stations, a few hundred buildings and a couple of districts.
- Designer Hubert Corriveau says the team did not want players to walk for eight blocks of vanilla buildings before reaching a mission.
- That density lets small environmental details tell stories and carry the game's themes. 2:52
- Players piece together clues from corpses, trashed apartments and a bigoted politician's campaign office with a seedy secret in the basement.
- These small stories comment on prejudice more subtly than the heavy-handed main plot.
- The small set forces side quests to focus on character and story, and makes navigation by clues work. 5:14
- There is no room for fetch quests, street races or enemy-clearing filler.
- Characters give real street addresses, so players can find building 33 Hlavni or a name on a buzzer without a waypoint.
- Other games show the same strength in small worlds, and the era of ever-bigger maps is over. 7:49
- Yakuza 2, Majora's Mask and Bully use small spaces to give vivid detail or to make characters' routines visible.
- Prague is still not a true simulation, since time freezes between missions and characters ignore threats.
I'd rather do something that's an inch wide and a mile deep than something that's a mile wide and an inch deep.
Warren Spector, director of the original Deus Ex
Chapter summaries
0:00 Bigger worlds run thin
| No Man's Sky | Deus Ex: Mankind Divided | |
|---|---|---|
| World size | 18 quintillion planets | A few hundred buildings |
| Built by | An algorithm | Hand-placed by designers |
| Content spacing | Miles apart | Every square metre |
| Repetition | Same structures on every planet | Same streets, new details each pass |
| Inside | Caves with nothing in them | Apartments full of clues |
When a world grows huge, a small team can't fill it, so content gets sparse and repeats.
- Bigger does not mean better in open worlds. 0:16
- The question began with Rocksteady's Batman games, which may suit Arkham Asylum's tight halls more than Gotham's wide streets.
- No Man's Sky took it to the extreme, with a play space bigger than almost every game ever made, combined.
- Its planets are dreamt up by an algorithm that randomly sets size, topology and colour.
- The same structures show up on every planet, and caves have interesting structures but nothing inside.
- The real problem is how far apart content sits and how often it repeats. 1:08
- Deus Ex: Mankind Divided answered both with "hardly at all".
- It launched in the same month as No Man's Sky.
- The setting is Prague, in 2029.
1:44 A tiny city packed with detail
Prague is a small hub world, and its small size lets every corner carry detail and story.
- Prague is a hub, not a true open world. 1:44
- Hub worlds splinter off into other areas for certain missions.
- You can run across it in a few minutes.
- Load time depends on your platform and whether you have an SSD.
- Slow, repeated walks make players notice the world-building. 2:52
- Graffiti, movie posters and signs fill every square metre and say more about the world.
- You don't pass them at 50 miles per hour, and you cross the same streets dozens of times.
- Environmental storytelling lets players piece together hidden stories. 3:12
- Level design and small scraps of text hint at a story and make you ask questions.
- Examples: a corpse with a casing linked to a Prague police handgun, and a telescope aimed at Jensen's door.
- One trashed, blood-stained painter's apartment holds clues on a computer and a pocket secretary in a vent.
4:06 Small stories carry the theme
Tiny stories and side quests treat prejudice with more subtlety than the main plot.
- Side quests explore a deeply divided world. 4:38
- Jensen hunts a serial killer who preys only on the augmented.
- He shuts down a fake police stop that exploits the oppressed.
- He breaks up a drug operation whose drugs are killing augs.
5:05 Side quests and finding your way by clues
Side quests deepen the story, and the world's own clues can replace the waypoint.
- Side quests fill in Jenson's past. 5:06
- They clear up events between Human Revolution and Mankind Divided.
- The small set makes the side missions work like a TV bottle episode.
- Each one leans on character and dialogue instead of combat.
- Navigation still works when the waypoint helpers are turned off. 5:50
- Chang says the hacker's snoop came from an unrented top-floor apartment at 33 Hlavni, "just down the street".
- Emails and pocket secretaries point to Apartment 202, a complex by Pilgrim Station and a drug lab under the Zelen apartments.
- One clue is a map scribbled on the back of a receipt.
- It is not perfect, and sometimes you still open the in-game map.
- Reading the world to navigate is gameplay with a win and a fail state, and most developers throw it away.
7:17 Small worlds beyond Prague
Small worlds can be as valuable as huge ones, so games should make full use of the space they have.
- Mankind Divided proves a small world can match a huge one, or beat it. 7:35
- Spector's dream was an RPG set inside a single city block.
- Prague falls short as a simulation, since characters stand around forever.
- They do not react if you put a bucket on their head.
- Small worlds are rare, and huge ones suit only some games. 8:39
- Patrons suggested Hillys in Beyond Good & Evil, the Gothic kingdoms, Kirkwall in Dragon Age II and the hubs in Bloodlines.
- Huge worlds work for the lonely capital wasteland and the goofy playground of Los Santos.
- Huge worlds are easier to list, but often hold thousands of buildings you can't enter.
- The arms race for bigger maps has run its course, so the aim now is to praise games that use their space fully.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Small, dense open worlds can beat huge ones because every space can be designed with care, filled with story, and navigated by the player's own attention. Deus Ex: Mankind Divided's Prague, with its street addresses, buzzers and trashed apartments that tell stories, is the example that makes it worth watching.
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