PixelCartographer

Note · 5 parts

Towers, viewpoints and why games make you climb

The climbing tower is the most famous idea in open-world design. Here is how it works and how to enjoy it.

01Why towers exist

A tower gives you a view of an area and reveals its points of interest. It turns a blank region into a list of things to do.

02The good versions

Horizon's Tallnecks are moving machines you have to work out how to climb. Spider-Man's towers are short traversal puzzles. Assassin's Creed viewpoints double as fast travel points.

03Skipping them

If towers make the map feel like a checklist, ignore them. Most games still work fine, and you will discover places more naturally.

04Your own viewpoints

Any high point works. Climb a hill, look around and place markers yourself.

05Take breaks

Long sessions in big worlds can blur together. Stop after finishing a region or a story chapter, and look after your eyes and posture.

Last updated 29 October 2026