A gamer's recent year-in-review revealed a deep-seated love for open-world experiences, tracing back to the influence of Wing Commander: Privateer in the early 1990s. The player, whose identity remains private, reported their most-played games of 2025 included No Man's Sky, Civilization VII, Assassin's Creed Shadows, The Elder Scrolls IV: Oblivion Remastered, The Lord of the Rings: Return to Moria, The Elder Scrolls III: Morrowind, World of Warcraft, Meridian 59, Tainted Grail: Fall of Avalon, and Unreal Tournament.
The player stated that, with the exception of Civilization VII and Unreal Tournament, each title provided an immersive, open-world environment. "Privateer taught me that I love games that are spaces for living out whatever fictional life I create for myself," the player said. This preference highlights a shift in gaming tastes, moving away from linear narratives and towards player-driven experiences.
Wing Commander: Privateer, released in 1993, allowed players to take on the role of a freelance pilot in the Wing Commander universe, engaging in trading, bounty hunting, and piracy. This freedom contrasted sharply with the more structured gameplay of its predecessors, setting a new standard for open-ended space simulations. Its impact can be compared to the influence of Elite in the 1980s, which similarly pioneered open-world space exploration.
The player's gaming habits, as revealed by Steam and PlayStation year-in-review summaries, reflect a broader trend in the gaming industry. Open-world games have become increasingly popular, offering players unprecedented levels of freedom and customization. Titles like The Elder Scrolls and Assassin's Creed franchises have consistently topped sales charts, demonstrating the enduring appeal of immersive, player-driven experiences.
Currently, the player continues to explore new open-world games, seeking to recapture the feeling first experienced with Wing Commander: Privateer. The player's preferences suggest that future game releases prioritizing player agency and world-building will likely find a receptive audience.
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