The demand for weapons in Subnautica 2 reveals the difficulty of separating open worlds from conquest
This analysis explores the design of Subnautica 2's open world, contrasting it with conventional genre tropes and discussing its thematic implications of colonialism and player agency. Designer Nikhil Murthy's insights highlight how the game attempts to move away from 'amusement park' design by de-emphasizing player conquest and focusing on a narrative of disposable labor and environmental interaction.
Rock Paper Shotgun
- Entities
- Colonialism
- Nikhil Murthy
- Krafton
- Open World
- The Legend of Zelda: Breath of the Wild
- Game Design
- Anthony Gallegos
- Subnautica
Original source
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