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