There have been two games I played recently that have started with a cold open, e.g. one with no tutorial that just sort of throws you into the game. The first was The Long Dark, and the second is a space-sim called Hellion; both are in Early Access and both are survival-based games. So, in a sense, it’s difficult to determine whether either one intentionally set out to have cold opens, or if this simply reflects their current, unfinished states.
There is a lot to be said regarding the power of cold opens. In an age of 24/7 information coming from every angle, it is refreshing to be thrust into an unknown environment without any sort of hand-holding. It absolutely appeals to Explorer-types, and also those looking for more difficulty in their games. Plus, many times it makes thematic sense, say, if you just woke from cryo-sleep in an otherwise abandoned life pod.
Personally, I find cold opens to be exceptionally difficult to pull off well.
The fundamental issue I have is the dissonance between what the player expects and what the designers intend. What ends up happening is that players must essentially “metagame” how the designers actually intended the game to be played.
For example, in Hellion you awake from cryo-sleep inside a life pod without functioning Life Support. While there are a few tablets on the ground which give you a general idea of steps to take, that is basically all the guidance you are given. I searched the area and did not find enough items onboard to repair the Life Support. I found a jetpack without fuel, and supposedly a charging station for said jetpack, but could not determine a way to refuel.
So… what now? Did I miss an item in the search of the ship? Am I supposed to try and space walk without a jetpack? Is it a bug that there weren’t enough items to repair the Life Support? I have mentioned before that I am fine with tough puzzles, as long as I understand where the pieces are. What I absolutely despise is not knowing whether my failures are due to not performing correctly, or because I didn’t trip some programming flag from 10 minutes ago, or some other nonsense.
I had a similar issue in The Long Dark, of which I played about an hour before turning off. It takes 30 game minutes to break a stick into pieces by hand? Okay, fine. But having found a shelter and tools, I saw no particular way to locate food, or reconcile my exhaustion meter with my temperature meter with the time of day, e.g. how was I to sleep and keep warm in the middle of the day and still survive the night? I understand that perhaps the intention is for the player to be constantly on edge in the quest for survival, but again, I’m not even sure how food really even works in this game yet. I have not seen any flora or fauna beyond sticks and snow.
Flailing around in the darkness is not my idea of quality game time.
I’m not saying game designers should go full Ocarina of Time and have Navi pester you for hours. Minecraft has (had?) a cold open that was relatively straightforward once you got over the intellectual hump of punching trees. Don’t Starve is a much better example of how to do a cold open – there isn’t much of an explanation of anything, but I still felt a sense of agency in being able to interact with things.
And maybe that’s just it: I might not be doing the right things, but being able to do something is important.
I dunno. I think the best compromise would be to have cold opens with a fairly robust PDA/AI Assistant/Crafting Menu. Those that want to wander around blindly can, but those who want to know what they can do… well, can.