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Wikipedia

Open world

In video games, an open world is a virtual world in which the player can approach objectives freely, as opposed to a world with more linear and structured gameplay.[1][2] While games have used open-world designs since the 1980s, the implementation in Grand Theft Auto III (2001) set a standard for the concept which has been used since.[3]

Games with open or free-roaming worlds typically lack level structures like walls and locked doors, or the invisible walls in more open areas that prevent the player from venturing beyond them; only at the bounds of an open-world game will players be limited by geographic features like vast oceans or impassable mountains. Players typically do not encounter loading screens common in linear level designs when moving about the game world, with the open-world game using strategic storage and memory techniques to load the game world in a dynamic and seamless manner. Open-world games still enforce many restrictions in the game environment, either because of absolute technical limitations or in-game limitations imposed by a game's linearity.[4]

While the openness of the game world is an important facet to games featuring open worlds, the main draw of open-world games is about providing the player with autonomy—not so much the freedom to do anything they want in the game (which is nearly impossible with current computing technology), but the ability to choose how to approach the game and its challenges in the order and manner as the player desires while still constrained by gameplay rules.[5] Examples of high level of autonomy in computer games can be found in massively multiplayer online role-playing games (MMORPG) or in single-player games adhering to the open-world concept such as the Fallout series. The main appeal of open-world gameplay is that it provides a simulated reality and allows players to develop their character and its behavior in the direction and pace of their own choosing. In these cases, there is often no concrete goal or end to the game, although there may be the main storyline, such as with games like The Elder Scrolls V: Skyrim.

Gameplay and design

An open world is a level or game designed as nonlinear, open areas with many ways to reach an objective.[6] Some games are designed with both traditional and open-world levels.[7] An open world facilitates greater exploration than a series of smaller levels,[4] or a level with more linear challenges.[8] Reviewers have judged the quality of an open world based on whether there are interesting ways for the player to interact with the broader level when they ignore their main objective.[8] Some games actually use real settings to model an open world, such as New York City.[9]

A major design challenge is to balance the freedom of an open world with the structure of a dramatic storyline.[10] Since players may perform actions that the game designer did not expect,[11] the game's writers must find creative ways to impose a storyline on the player without interfering with their freedom.[12] As such, games with open worlds will sometimes break the game's story into a series of missions, or have a much simpler storyline altogether.[13] Other games instead offer side-missions to the player that do not disrupt the main storyline. Most open-world games make the character a blank slate that players can project their own thoughts onto, although several games such as Landstalker: The Treasures of King Nole offer more character development and dialogue.[4] Writing in 2005, David Braben described the narrative structure of current video games as "little different to the stories of those Harold Lloyd films of the 1920s", and considered genuinely open-ended stories to be the "Holy Grail we are looking for in fifth generation gaming".[14] Gameplay designer Manveer Heir, who worked on Mass Effect 3 and Mass Effect Andromeda for Electronic Arts, said that there are difficulties in the design of an open-world game since it is difficult to predict how players will approach solving gameplay challenges offered by a design, in contrast to a linear progression, and needs to be a factor in the game's development from its onset. Heir opined that some of the critical failings of Andromeda were due to the open world being added late in development.[15]

Some open-world games, to guide the player towards major story events, do not provide the world's entire map at the start of the game, but require the player to complete a task to obtain part of that map, often identifying missions and points of interest when they view the map. This has been derogatorily referred to as "Ubisoft towers", as this mechanic was promoted in Ubisoft's Assassin's Creed series (the player climbing a large tower as to observe the landscape around it and identify waypoints nearby) and reused in other Ubisoft games, including Far Cry, Might & Magic X: Legacy and Watch Dogs. Other games that use this approach include Middle-earth: Shadow of Mordor, The Legend of Zelda: Breath of the Wild, and Marvel's Spider-Man.[16][17][18][19] Rockstar games like GTA IV and the Red Dead Redemption series lock out sections of the map as "barricaded by law enforcement" until a specific point in the story has been reached.

Games with open worlds typically give players infinite lives or continues, although some force the player to start from the beginning should they die too many times.[4] There is also a risk that players may get lost as they explore an open world; thus designers sometimes try to break the open world into manageable sections.[20] The scope of open-world games requires the developer to fully detail every possible section of the world the player may be able to access, unless methods like procedural generation are used. The design process, due to its scale, may leave numerous game world glitches, bugs, incomplete sections, or other irregularities that players may find and potentially take advantage of.[21] The term "open world jank" has been used to apply to games where the incorporation of the open world gameplay elements may be poor, incomplete, or unnecessary to the game itself such that these glitches and bugs become more apparent, though are generally not game-breaking, such as the case for No Man's Sky near its launch.[21]

Open world, sandbox games, and emergent gameplay

The mechanics of open-world games are often overlapped with ideas of sandbox games, but these are considered different terms. Whereas open world refers to the lack of limits for the player's exploration of the game's world, sandbox games are based on the ability of giving the player tools for creative freedom within the game to approach objectives, if such objectives are present. For example, Microsoft Flight Simulator is an open-world game as one can fly anywhere within the mapped world, but is not considered a sandbox game as there are few creative aspects brought into the game.[22]

The combination of open world and sandbox mechanics can lead towards emergent gameplay, complex reactions that emerge (either expectedly or unexpectedly) from the interaction of relatively simple game mechanics.[23] According to Peter Molyneux, emergent gameplay appears wherever a game has a good simulation system that allows players to play in the world and have it respond realistically to their actions. It is what made SimCity and The Sims compelling to players. Similarly, being able to freely interact with the city's inhabitants in Grand Theft Auto added an extra dimension to the series.[24]

In recent years game designers have attempted to encourage emergent play by providing players with tools to expand games through their own actions. Examples include in-game web browsers in EVE Online and The Matrix Online; XML integration tools and programming languages in Second Life; shifting exchange rates in Entropia Universe; and the complex object-and-grammar system used to solve puzzles in Scribblenauts. Other examples of emergence include interactions between physics and artificial intelligence. One challenge that remains to be solved, however, is how to tell a compelling story using only emergent technology.[24]

In an op-ed piece for BBC News, David Braben, co-creator of Elite, called truly open-ended game design "The Holy Grail" of modern video gaming, citing games like Elite and the Grand Theft Auto series as early steps in that direction.[14] Peter Molyneux has also stated that he believes emergence (or emergent gameplay) is where video game development is headed in the future. He has attempted to implement emergent gameplay to a great extent in some of his games, particularly Black & White and Fable.[24]

Procedural generation of open worlds

Procedural generation refers to content generated algorithmically rather than manually, and is often used to generate game levels and other content. While procedural generation does not guarantee that a game or sequence of levels is nonlinear, it is an important factor in reducing game development time and opens up avenues making it possible to generate larger and more or less unique seamless game worlds on the fly and using fewer resources. This kind of procedural generation is known as worldbuilding, in which general rules are used to construct a believable world.

Most 4X and roguelike games make use of procedural generation to some extent to generate game levels. SpeedTree is an example of a developer-oriented tool used in the development of The Elder Scrolls IV: Oblivion and aimed at speeding up the level design process. Procedural generation also made it possible for the developers of Elite, David Braben and Ian Bell, to fit the entire game—including thousands of planets, dozens of trade commodities, multiple ship types and a plausible economic system—into less than 22 kilobytes of memory.[25] More recently, No Man's Sky procedurally generated over 18 quintillion planets including flora, fauna, and other features that can be researched and explored.[26]

History

20th century

There is no consensus on what the earliest open-world game is, due to differing definitions of how large or open a world needs to be.[27] Inverse provides some early examples games that established elements of the open world: Jet Rocket, a 1970 Sega electro-mechanical arcade game that, while not a video game, predated the flight simulator genre to give the player free roaming capabilities, and dnd, a 1975 text-based adventure game for the PLATO system that offered non-linear gameplay.[21] Ars Technica traces the concept back to the free-roaming exploration of 1976 text adventure game Colossal Cave Adventure,[28] which inspired the free-roaming exploration of Adventure (1980),[29][30] but notes that it was not until 1984 that what "we now know as open-world gaming" took on a "definite shape" with 1984 space simulator Elite,[31] considered a pioneer of the open world;[32][33][34][35] Gamasutra argues that its open-ended sandbox style is rooted in flight simulators, such as SubLOGIC's Flight Simulator (1979/1980), noting most flight sims "offer a 'free flight' mode that allows players to simply pilot the aircraft and explore the virtual world".[33] Others trace the concept back to 1981 CRPG Ultima,[36][37][38] which had a free-roaming overworld map inspired by tabletop RPG Dungeons & Dragons.[31] The overworld maps of the first five Ultima games, released up to 1988, lacked a single, unified scale, with towns and other places represented as icons;[31] this style was adopted by the first three Dragon Quest games, released from 1986 to 1988 in Japan.[39][4]

Early examples of open-world gameplay in adventure games include The Portopia Serial Murder Case (1983)[40][41] and The Lords of Midnight (1984),[42] with open-world elements also found in The Hobbit (1982)[43] and Valhalla (1983).[44] The strategy video game, The Seven Cities of Gold (1984), is also cited as an early open-world game,[45][46][47] influencing Sid Meier's Pirates! (1987).[45] Eurogamer also cites British computer games such as Ant Attack (1983) and Sabre Wulf (1984) as early examples.[34]

According to Game Informer's Kyle Hilliard, Hydlide (1984) and The Legend of Zelda (1986) were among the first open-world games, along with Ultima.[48] IGN traces the roots of open-world game design to The Legend of Zelda, which it argues is "the first really good game based on exploration", while noting that it was anticipated by Hydlide, which it argues is "the first RPG that rewarded exploration".[49] According to GameSpot, never "had a game so open-ended, nonlinear, and liberating been released for the mainstream market" with The Legend of Zelda.[50] According to The Escapist, The Legend of Zelda was an early example of open-world, nonlinear gameplay, with an expansive and cohesive world, inspiring many games to adopt a similar open-world design.[51]

Mercenary (1985) has been cited as the first open world 3D action-adventure game.[52][53] There were also other open-world games in the 1980s, such as Back to Skool (1985),[54] Turbo Esprit (1986)[55][56] and Alternate Reality: The City (1985).[57] Wasteland, released in 1988, is also considered an open-world game.[58] The early 1990s saw open-world games such as The Terminator (1990),[59] The Adventures of Robin Hood (1991),[31] and Hunter (1991), which IGN describes as the first sandbox game to feature full 3D, third-person graphics,[60] and Ars Technica argues "has one of the strongest claims to the title of GTA forebear".[31] Sierra On-Line's 1992 adventure game King's Quest VI has an open world; almost half of the quests are optional, many have multiple solutions, and players can solve most in any order.[61] Atari Jaguar launch title, Cybermorph (1993), was notable for its open 3D polygonal-world and non-linear gameplay. Quarantine (1994) is an example of an open-world driving game from this period,[62] while Iron Soldier (1994) is an open-world mech game.[63] The director of 1997's Blade Runner argues that that game was the first open world three-dimensional action adventure game.[64]

I think [The Elder Scrolls II: Daggerfall is] one of those games that people can 'project' themselves on. It does so many things and allows [for] so many play styles that people can easily imagine what type of person they'd like to be in game.

Todd Howard[65]

IGN considers Nintendo's Super Mario 64 (1996) revolutionary for its 3D open-ended free-roaming worlds, which had rarely been seen in 3D games before, along with its analog stick controls and camera control.[66] Other 3D examples include Mystical Ninja Starring Goemon (1997),[67][68] Ocarina of Time (1998),[4] the DMA Design (Rockstar North) game Body Harvest (1998), the Angel Studios (Rockstar San Diego) games Midtown Madness (1999) and Midnight Club: Street Racing (2000), the Reflections Interactive (Ubisoft Reflections) game Driver (1999),[69] and the Rareware games Banjo-Kazooie (1998), Donkey Kong 64 (1999), and Banjo-Tooie (2000).[citation needed]

1UP considers Sega's adventure Shenmue (1999) the originator of the "open city" subgenre,[70] touted as a "FREE" ("Full Reactive Eyes Entertainment") game giving players the freedom to explore an expansive sandbox city with its own day-night cycles, changing weather, and fully voiced non-player characters going about their daily routines. The game's large interactive environments, wealth of options, level of detail and the scope of its urban sandbox exploration has been compared to later sandbox games like Grand Theft Auto III and its sequels, Sega's own Yakuza series, Fallout 3, and Deadly Premonition.[71][72][73][74]

21st century

 
Galactic trade route map of the space trading and combat simulator, Oolite

Grand Theft Auto has had over 200 million sales.[75] Creative director Gary Penn, who previously worked on Frontier: Elite II, cited Elite as a key influence, calling it "basically Elite in a city", and mentioned other team members being influenced by Syndicate and Mercenary.[76] Grand Theft Auto III combined elements from previous games, and fused them together into a new immersive 3D experience that helped define open-world games for a new generation. Executive producer Sam Houser described it as "Zelda meets Goodfellas",[77] while producer Dan Houser also cited The Legend of Zelda: Ocarina of Time and Super Mario 64 as influences.[78] Radio stations had been implemented earlier in games such as Maxis' SimCopter (1996), the ability to beat or kill non-player characters date back to games such as The Portopia Serial Murder Case (1983),[79] and Valhalla (1983)[44] and the way in which players run over pedestrians and get chased by police has been compared to Pac-Man (1980).[80] After the release of Grand Theft Auto III, many games which employed a 3D open world, such as Ubisoft's Watch Dogs and Deep Silver's Saints Row series, were labeled, often disparagingly, as Grand Theft Auto clones, much as how many early first-person shooters were called "Doom clones".[81]

Other examples include World of Warcraft, The Elder Scrolls and Fallout series of games, which feature a large and diverse world, offering tasks and possibilities to play.

In the Assassin's Creed series, which began in 2007, players explore historic open-world settings. These include the Holy Land during the Third Crusade in Assassin's Creed, Renaissance Italy in Assassin's Creed II and Brotherhood, Constantinople during the rise of the Ottoman Empire in Assassin's Creed Revelations, New England during the American Revolution in Assassin's Creed III, the Caribbean during the Golden Age of Piracy in Assassin's Creed IV: Black Flag, the North Atlantic during the French and Indian War in Assassin's Creed Rogue, Paris during the French Revolution in Assassin's Creed Unity, London at the onset of the Second Industrial Revolution in Assassin's Creed Syndicate, Ptolemaic Egypt in Assassin's Creed Origins, Classical Greece during the Peloponnesian War in Assassin's Creed Odyssey, and Medieval England and Norway during the Viking Age in Assassin's Creed Valhalla. The series intertwines factual history with a fictional storyline. In the fictional storyline, the Templars and the Assassins, two secret organisations inspired by their real-life counterparts, have been mortal enemies for all of known history. Their conflict stems from the Templars' desire to have peace through control, which directly contrasts the Assassins' wish for peace with free will. Their fighting influences much of history, as the sides often back real historical forces. For example, during the American Revolution depicted in Assassin's Creed III, the Templars initially support the British, while the Assassins side with the American colonists.

S.T.A.L.K.E.R.: Shadow of Chernobyl was developed by GSC Game World in 2007, followed by two other games, a prequel and a sequel. The free world style of the zone was divided into huge maps, like sectors, and the player can go from one sector to another, depending on required quests or just by choice.

In 2011, Dan Ryckert of Game Informer wrote that open-world crime games were "a major force" in the gaming industry for the preceding decade.[82]

Another popular sandbox game is Minecraft, which has since become the best-selling video game of all time, selling over 238 million copies worldwide on multiple platforms by April 2021.[83] Minecraft's procedurally generated overworlds cover a virtual 3.6 billion square kilometers.

The Outerra Engine is a world rendering engine in development since 2008 that is capable of seamlessly rendering whole planets from space down to ground level. Anteworld is a world-building game and free tech-demo of the Outerra Engine that builds upon real-world data to render planet Earth realistically on a true-to-life scale.[84]

No Man's Sky, released in 2016, is an open-world game set in a virtually infinite universe. According to the developers, through procedural generation, the game is able to produce more than 18 quintillion (18×1018 or 18,000,000,000,000,000,000) planets to explore.[85] Several critics found that the nature of the game can become repetitive and monotonous, with the survival gameplay elements being lackluster and tedious. Jake Swearingen in New York said, "You can procedurally generate 18.6 quintillion unique planets, but you can't procedurally generate 18.6 quintillion unique things to do."[86] Updates have aimed to address these criticisms.

In 2017, the open-world design of The Legend of Zelda: Breath of the Wild was described by critics as being revolutionary[87][88][89] and by developers as a paradigm shift for open-world design.[90] In contrast to the more structured approach of most open-world games, Breath of the Wild features a large and fully interactive world that is generally unstructured and rewards the exploration and manipulation of its world.[91] Inspired by the original 1986 Legend of Zelda, the open world of Breath of the Wild integrates multiplicative gameplay, where "objects react to the player's actions and the objects themselves also influence each other."[92] Along with a physics engine, the game's open-world also integrates a chemistry engine, "which governs the physical properties of certain objects and how they relate to each other," rewarding experimentation.[93] Nintendo has described the game's approach to open-world design as "open-air".[94]

See also

References

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Further reading

  • Moss, Richard (March 25, 2017). "Roam free: A history of open-world gaming". Ars Technica. Retrieved March 25, 2017.
  • Michael Llewellyn: 15 Open World Games More Mature Than Grand Theft Auto V. thegamer.com. April 24, 2017.

open, world, other, uses, disambiguation, video, games, open, world, virtual, world, which, player, approach, objectives, freely, opposed, world, with, more, linear, structured, gameplay, while, games, have, used, open, world, designs, since, 1980s, implementa. For other uses see Open world disambiguation In video games an open world is a virtual world in which the player can approach objectives freely as opposed to a world with more linear and structured gameplay 1 2 While games have used open world designs since the 1980s the implementation in Grand Theft Auto III 2001 set a standard for the concept which has been used since 3 Games with open or free roaming worlds typically lack level structures like walls and locked doors or the invisible walls in more open areas that prevent the player from venturing beyond them only at the bounds of an open world game will players be limited by geographic features like vast oceans or impassable mountains Players typically do not encounter loading screens common in linear level designs when moving about the game world with the open world game using strategic storage and memory techniques to load the game world in a dynamic and seamless manner Open world games still enforce many restrictions in the game environment either because of absolute technical limitations or in game limitations imposed by a game s linearity 4 While the openness of the game world is an important facet to games featuring open worlds the main draw of open world games is about providing the player with autonomy not so much the freedom to do anything they want in the game which is nearly impossible with current computing technology but the ability to choose how to approach the game and its challenges in the order and manner as the player desires while still constrained by gameplay rules 5 Examples of high level of autonomy in computer games can be found in massively multiplayer online role playing games MMORPG or in single player games adhering to the open world concept such as the Fallout series The main appeal of open world gameplay is that it provides a simulated reality and allows players to develop their character and its behavior in the direction and pace of their own choosing In these cases there is often no concrete goal or end to the game although there may be the main storyline such as with games like The Elder Scrolls V Skyrim Contents 1 Gameplay and design 1 1 Open world sandbox games and emergent gameplay 1 2 Procedural generation of open worlds 2 History 2 1 20th century 2 2 21st century 3 See also 4 References 5 Further readingGameplay and design EditAn open world is a level or game designed as nonlinear open areas with many ways to reach an objective 6 Some games are designed with both traditional and open world levels 7 An open world facilitates greater exploration than a series of smaller levels 4 or a level with more linear challenges 8 Reviewers have judged the quality of an open world based on whether there are interesting ways for the player to interact with the broader level when they ignore their main objective 8 Some games actually use real settings to model an open world such as New York City 9 A major design challenge is to balance the freedom of an open world with the structure of a dramatic storyline 10 Since players may perform actions that the game designer did not expect 11 the game s writers must find creative ways to impose a storyline on the player without interfering with their freedom 12 As such games with open worlds will sometimes break the game s story into a series of missions or have a much simpler storyline altogether 13 Other games instead offer side missions to the player that do not disrupt the main storyline Most open world games make the character a blank slate that players can project their own thoughts onto although several games such as Landstalker The Treasures of King Nole offer more character development and dialogue 4 Writing in 2005 David Braben described the narrative structure of current video games as little different to the stories of those Harold Lloyd films of the 1920s and considered genuinely open ended stories to be the Holy Grail we are looking for in fifth generation gaming 14 Gameplay designer Manveer Heir who worked on Mass Effect 3 and Mass Effect Andromeda for Electronic Arts said that there are difficulties in the design of an open world game since it is difficult to predict how players will approach solving gameplay challenges offered by a design in contrast to a linear progression and needs to be a factor in the game s development from its onset Heir opined that some of the critical failings of Andromeda were due to the open world being added late in development 15 Some open world games to guide the player towards major story events do not provide the world s entire map at the start of the game but require the player to complete a task to obtain part of that map often identifying missions and points of interest when they view the map This has been derogatorily referred to as Ubisoft towers as this mechanic was promoted in Ubisoft s Assassin s Creed series the player climbing a large tower as to observe the landscape around it and identify waypoints nearby and reused in other Ubisoft games including Far Cry Might amp Magic X Legacy and Watch Dogs Other games that use this approach include Middle earth Shadow of Mordor The Legend of Zelda Breath of the Wild and Marvel s Spider Man 16 17 18 19 Rockstar games like GTA IV and the Red Dead Redemption series lock out sections of the map as barricaded by law enforcement until a specific point in the story has been reached Games with open worlds typically give players infinite lives or continues although some force the player to start from the beginning should they die too many times 4 There is also a risk that players may get lost as they explore an open world thus designers sometimes try to break the open world into manageable sections 20 The scope of open world games requires the developer to fully detail every possible section of the world the player may be able to access unless methods like procedural generation are used The design process due to its scale may leave numerous game world glitches bugs incomplete sections or other irregularities that players may find and potentially take advantage of 21 The term open world jank has been used to apply to games where the incorporation of the open world gameplay elements may be poor incomplete or unnecessary to the game itself such that these glitches and bugs become more apparent though are generally not game breaking such as the case for No Man s Sky near its launch 21 Open world sandbox games and emergent gameplay Edit The mechanics of open world games are often overlapped with ideas of sandbox games but these are considered different terms Whereas open world refers to the lack of limits for the player s exploration of the game s world sandbox games are based on the ability of giving the player tools for creative freedom within the game to approach objectives if such objectives are present For example Microsoft Flight Simulator is an open world game as one can fly anywhere within the mapped world but is not considered a sandbox game as there are few creative aspects brought into the game 22 The combination of open world and sandbox mechanics can lead towards emergent gameplay complex reactions that emerge either expectedly or unexpectedly from the interaction of relatively simple game mechanics 23 According to Peter Molyneux emergent gameplay appears wherever a game has a good simulation system that allows players to play in the world and have it respond realistically to their actions It is what made SimCity and The Sims compelling to players Similarly being able to freely interact with the city s inhabitants in Grand Theft Auto added an extra dimension to the series 24 In recent years game designers have attempted to encourage emergent play by providing players with tools to expand games through their own actions Examples include in game web browsers in EVE Online and The Matrix Online XML integration tools and programming languages in Second Life shifting exchange rates in Entropia Universe and the complex object and grammar system used to solve puzzles in Scribblenauts Other examples of emergence include interactions between physics and artificial intelligence One challenge that remains to be solved however is how to tell a compelling story using only emergent technology 24 In an op ed piece for BBC News David Braben co creator of Elite called truly open ended game design The Holy Grail of modern video gaming citing games like Elite and the Grand Theft Auto series as early steps in that direction 14 Peter Molyneux has also stated that he believes emergence or emergent gameplay is where video game development is headed in the future He has attempted to implement emergent gameplay to a great extent in some of his games particularly Black amp White and Fable 24 Procedural generation of open worlds Edit Procedural generation refers to content generated algorithmically rather than manually and is often used to generate game levels and other content While procedural generation does not guarantee that a game or sequence of levels is nonlinear it is an important factor in reducing game development time and opens up avenues making it possible to generate larger and more or less unique seamless game worlds on the fly and using fewer resources This kind of procedural generation is known as worldbuilding in which general rules are used to construct a believable world Most 4X and roguelike games make use of procedural generation to some extent to generate game levels SpeedTree is an example of a developer oriented tool used in the development of The Elder Scrolls IV Oblivion and aimed at speeding up the level design process Procedural generation also made it possible for the developers of Elite David Braben and Ian Bell to fit the entire game including thousands of planets dozens of trade commodities multiple ship types and a plausible economic system into less than 22 kilobytes of memory 25 More recently No Man s Sky procedurally generated over 18 quintillion planets including flora fauna and other features that can be researched and explored 26 History Edit20th century Edit There is no consensus on what the earliest open world game is due to differing definitions of how large or open a world needs to be 27 Inverse provides some early examples games that established elements of the open world Jet Rocket a 1970 Sega electro mechanical arcade game that while not a video game predated the flight simulator genre to give the player free roaming capabilities and dnd a 1975 text based adventure game for the PLATO system that offered non linear gameplay 21 Ars Technica traces the concept back to the free roaming exploration of 1976 text adventure game Colossal Cave Adventure 28 which inspired the free roaming exploration of Adventure 1980 29 30 but notes that it was not until 1984 that what we now know as open world gaming took on a definite shape with 1984 space simulator Elite 31 considered a pioneer of the open world 32 33 34 35 Gamasutra argues that its open ended sandbox style is rooted in flight simulators such as SubLOGIC s Flight Simulator 1979 1980 noting most flight sims offer a free flight mode that allows players to simply pilot the aircraft and explore the virtual world 33 Others trace the concept back to 1981 CRPG Ultima 36 37 38 which had a free roaming overworld map inspired by tabletop RPG Dungeons amp Dragons 31 The overworld maps of the first five Ultima games released up to 1988 lacked a single unified scale with towns and other places represented as icons 31 this style was adopted by the first three Dragon Quest games released from 1986 to 1988 in Japan 39 4 Early examples of open world gameplay in adventure games include The Portopia Serial Murder Case 1983 40 41 and The Lords of Midnight 1984 42 with open world elements also found in The Hobbit 1982 43 and Valhalla 1983 44 The strategy video game The Seven Cities of Gold 1984 is also cited as an early open world game 45 46 47 influencing Sid Meier s Pirates 1987 45 Eurogamer also cites British computer games such as Ant Attack 1983 and Sabre Wulf 1984 as early examples 34 According to Game Informer s Kyle Hilliard Hydlide 1984 and The Legend of Zelda 1986 were among the first open world games along with Ultima 48 IGN traces the roots of open world game design to The Legend of Zelda which it argues is the first really good game based on exploration while noting that it was anticipated by Hydlide which it argues is the first RPG that rewarded exploration 49 According to GameSpot never had a game so open ended nonlinear and liberating been released for the mainstream market with The Legend of Zelda 50 According to The Escapist The Legend of Zelda was an early example of open world nonlinear gameplay with an expansive and cohesive world inspiring many games to adopt a similar open world design 51 Mercenary 1985 has been cited as the first open world 3D action adventure game 52 53 There were also other open world games in the 1980s such as Back to Skool 1985 54 Turbo Esprit 1986 55 56 and Alternate Reality The City 1985 57 Wasteland released in 1988 is also considered an open world game 58 The early 1990s saw open world games such as The Terminator 1990 59 The Adventures of Robin Hood 1991 31 and Hunter 1991 which IGN describes as the first sandbox game to feature full 3D third person graphics 60 and Ars Technica argues has one of the strongest claims to the title of GTA forebear 31 Sierra On Line s 1992 adventure game King s Quest VI has an open world almost half of the quests are optional many have multiple solutions and players can solve most in any order 61 Atari Jaguar launch title Cybermorph 1993 was notable for its open 3D polygonal world and non linear gameplay Quarantine 1994 is an example of an open world driving game from this period 62 while Iron Soldier 1994 is an open world mech game 63 The director of 1997 s Blade Runner argues that that game was the first open world three dimensional action adventure game 64 I think The Elder Scrolls II Daggerfall is one of those games that people can project themselves on It does so many things and allows for so many play styles that people can easily imagine what type of person they d like to be in game Todd Howard 65 IGN considers Nintendo s Super Mario 64 1996 revolutionary for its 3D open ended free roaming worlds which had rarely been seen in 3D games before along with its analog stick controls and camera control 66 Other 3D examples include Mystical Ninja Starring Goemon 1997 67 68 Ocarina of Time 1998 4 the DMA Design Rockstar North game Body Harvest 1998 the Angel Studios Rockstar San Diego games Midtown Madness 1999 and Midnight Club Street Racing 2000 the Reflections Interactive Ubisoft Reflections game Driver 1999 69 and the Rareware games Banjo Kazooie 1998 Donkey Kong 64 1999 and Banjo Tooie 2000 citation needed 1UP considers Sega s adventure Shenmue 1999 the originator of the open city subgenre 70 touted as a FREE Full Reactive Eyes Entertainment game giving players the freedom to explore an expansive sandbox city with its own day night cycles changing weather and fully voiced non player characters going about their daily routines The game s large interactive environments wealth of options level of detail and the scope of its urban sandbox exploration has been compared to later sandbox games like Grand Theft Auto III and its sequels Sega s own Yakuza series Fallout 3 and Deadly Premonition 71 72 73 74 21st century Edit Galactic trade route map of the space trading and combat simulator Oolite Grand Theft Auto has had over 200 million sales 75 Creative director Gary Penn who previously worked on Frontier Elite II cited Elite as a key influence calling it basically Elite in a city and mentioned other team members being influenced by Syndicate and Mercenary 76 Grand Theft Auto III combined elements from previous games and fused them together into a new immersive 3D experience that helped define open world games for a new generation Executive producer Sam Houser described it as Zelda meets Goodfellas 77 while producer Dan Houser also cited The Legend of Zelda Ocarina of Time and Super Mario 64 as influences 78 Radio stations had been implemented earlier in games such as Maxis SimCopter 1996 the ability to beat or kill non player characters date back to games such as The Portopia Serial Murder Case 1983 79 and Valhalla 1983 44 and the way in which players run over pedestrians and get chased by police has been compared to Pac Man 1980 80 After the release of Grand Theft Auto III many games which employed a 3D open world such as Ubisoft s Watch Dogs and Deep Silver s Saints Row series were labeled often disparagingly as Grand Theft Auto clones much as how many early first person shooters were called Doom clones 81 Other examples include World of Warcraft The Elder Scrolls and Fallout series of games which feature a large and diverse world offering tasks and possibilities to play In the Assassin s Creed series which began in 2007 players explore historic open world settings These include the Holy Land during the Third Crusade in Assassin s Creed Renaissance Italy in Assassin s Creed II and Brotherhood Constantinople during the rise of the Ottoman Empire in Assassin s Creed Revelations New England during the American Revolution in Assassin s Creed III the Caribbean during the Golden Age of Piracy in Assassin s Creed IV Black Flag the North Atlantic during the French and Indian War in Assassin s Creed Rogue Paris during the French Revolution in Assassin s Creed Unity London at the onset of the Second Industrial Revolution in Assassin s Creed Syndicate Ptolemaic Egypt in Assassin s Creed Origins Classical Greece during the Peloponnesian War in Assassin s Creed Odyssey and Medieval England and Norway during the Viking Age in Assassin s Creed Valhalla The series intertwines factual history with a fictional storyline In the fictional storyline the Templars and the Assassins two secret organisations inspired by their real life counterparts have been mortal enemies for all of known history Their conflict stems from the Templars desire to have peace through control which directly contrasts the Assassins wish for peace with free will Their fighting influences much of history as the sides often back real historical forces For example during the American Revolution depicted in Assassin s Creed III the Templars initially support the British while the Assassins side with the American colonists S T A L K E R Shadow of Chernobyl was developed by GSC Game World in 2007 followed by two other games a prequel and a sequel The free world style of the zone was divided into huge maps like sectors and the player can go from one sector to another depending on required quests or just by choice In 2011 Dan Ryckert of Game Informer wrote that open world crime games were a major force in the gaming industry for the preceding decade 82 Another popular sandbox game is Minecraft which has since become the best selling video game of all time selling over 238 million copies worldwide on multiple platforms by April 2021 83 Minecraft s procedurally generated overworlds cover a virtual 3 6 billion square kilometers The Outerra Engine is a world rendering engine in development since 2008 that is capable of seamlessly rendering whole planets from space down to ground level Anteworld is a world building game and free tech demo of the Outerra Engine that builds upon real world data to render planet Earth realistically on a true to life scale 84 No Man s Sky released in 2016 is an open world game set in a virtually infinite universe According to the developers through procedural generation the game is able to produce more than 18 quintillion 18 1018 or 18 000 000 000 000 000 000 planets to explore 85 Several critics found that the nature of the game can become repetitive and monotonous with the survival gameplay elements being lackluster and tedious Jake Swearingen in New York said You can procedurally generate 18 6 quintillion unique planets but you can t procedurally generate 18 6 quintillion unique things to do 86 Updates have aimed to address these criticisms In 2017 the open world design of The Legend of Zelda Breath of the Wild was described by critics as being revolutionary 87 88 89 and by developers as a paradigm shift for open world design 90 In contrast to the more structured approach of most open world games Breath of the Wild features a large and fully interactive world that is generally unstructured and rewards the exploration and manipulation of its world 91 Inspired by the original 1986 Legend of Zelda the open world of Breath of the Wild integrates multiplicative gameplay where objects react to the player s actions and the objects themselves also influence each other 92 Along with a physics engine the game s open world also integrates a chemistry engine which governs the physical properties of certain objects and how they relate to each other rewarding experimentation 93 Nintendo has described the game s approach to open world design as open air 94 See also EditNonlinear gameplay Persistent worldReferences Edit Booker Logan July 14 2008 Pandemic Working On New Open World Sandbox IP Kotaku Retrieved July 25 2008 The complete history of open world games part 2 Computer and Video Games May 25 2008 Archived from the original on May 26 2008 Retrieved July 25 2008 Muncy Jake December 3 2015 Open World Games Are Changing the Way We Play Wired Retrieved June 6 2017 a b c d e f Harris John September 26 2007 Game Design Essentials 20 Open World Games Gamasutra Retrieved July 25 2008 Kidwell Emma March 13 2018 Video Looking at open world games to understand player autonomy Gamasutra Retrieved January 15 2020 Kohler Chris January 4 2008 Assassin s Creed And The Future Of Sandbox Games Wired Retrieved July 26 2008 Harris John September 26 2007 Game Design Essentials 20 Open World Games Air Fortress Gamasutra Retrieved August 2 2008 a b Kohler Chris November 23 2007 Review Why Assassin s Creed Fails Wired James Ransom Wiley August 10 2007 Sierra unveils Prototype not the first sandbox adventure Joystiq Archived from the original on November 13 2013 Retrieved July 26 2008 Poole Steven 2000 Trigger Happy Arcade Publishing p 101 ISBN 9781559705981 Bishop Stuart March 5 2003 Interview Freelancer ComputerAndVideoGames com Archived from the original on August 19 2012 Retrieved December 30 2007 Chris Remo Brandon Sheffield July 18 2008 Redefining Game Narrative Ubisoft s Patrick Redding On Far Cry 2 GamaSutra Retrieved August 2 2008 Plante Chris May 12 2008 Opinion All The World s A Sandbox GamaSutra Retrieved July 26 2008 a b Braben David December 31 2005 Towards games with the wow factor BBC News Retrieved December 27 2009 Purchase Robert October 23 2017 I ve seen people literally spend 15 000 on Mass Effect multiplayer cards Eurogamer Retrieved October 23 2017 Williams Mike March 27 2017 Exploring and Uncovering the Dreaded Ubisoft Tower US Gamer Retrieved March 27 2017 Maxwell Ben June 28 2017 How Far Cry 5 is shaking itself free from Ubisoft s open world template PCGamesN Retrieved June 28 2017 Meikleham Dave January 21 2017 How collectibles stealth and climbing came to define the Ubisoft open world game PC Gamer Retrieved January 21 2017 Carter Chris September 6 2018 Here s a tip for easily descrambling Spider Man PS4 s towers Destructoid Retrieved September 12 2018 O Luanaigh Patrick 2006 Game Design Complete Paraglyph Press pp 203 218 a b c Paez Danny July 19 2020 How A Successful Game Genre Became The Butt Of An Internet Joke Inverse Retrieved September 30 2020 Breslin Steve July 16 2009 The History and Theory of Sandbox Gameplay Gamasutra Retrieved May 2 2020 Le Gameplay emergent jeuxvideo com in French a b c Kosak Dave March 7 2004 The Future of Games from a Design Perspective gamespy com Archived from the original on January 14 2009 Shoemaker Richie August 14 2002 Games that changed the world Elite Computer and Video Games Archived from the original on February 11 2007 Retrieved June 20 2008 Khatchadourian Raffi May 18 2015 World without end creating a full scale digital cosmos Annals of Games The New Yorker Vol 91 no 13 pp 48 57 Archived from the original on July 29 2015 Retrieved August 5 2015 Neltz Andras January 19 2015 The Four Decade History of Open World Games Kotaku com Retrieved November 2 2017 Moss Richard March 25 2017 Roam free A history of open world gaming Ars Technica Retrieved October 6 2017 Amazingly open world games can be traced back to the days of mainframes namely to the 1976 text only game Colossal Cave Adventure for the PDP 10 Adventure at its core wasn t much different to the GTAs Elites and Minecrafts of today you could explore freely in any direction and your only goals were to find treasure which is scattered throughout the cave and to escape with your life Harris John September 26 2007 Game Design Essentials 20 Open World Games Gamasutra Retrieved July 31 2016 Moss Richard March 25 2017 Roam free A history of open world gaming Ars Technica Retrieved October 6 2017 Colossal Cave Adventure was a direct inspiration on 1980 Atari 2600 game Adventure Its open world may have been sparse and populated by little more than dragon ducks and simple geometric shapes but its relative vastness enabled players to imagine magnificent adventures of their own making a b c d e Moss Richard March 25 2017 Roam free A history of open world gaming Ars Technica Retrieved October 6 2017 Sefton Jamie July 11 2007 The roots of open world games GamesRadar Retrieved July 25 2008 a b Barton Matt Bill Loguidice April 7 2009 The History of Elite Space the Endless Frontier Gamasutra Retrieved December 27 2009 a b Whitehead Dan February 4 2008 Born Free the History of the Openworld Game Eurogamer Archived from the original on June 10 2022 Retrieved July 25 2008 The complete history of open world games part 1 Computer and Video Games May 24 2008 Archived from the original on May 27 2008 Retrieved July 25 2008 10 Biggest Open World Video Games Hexapolis HEXAPOLIS November 5 2014 Retrieved September 25 2015 Open World Origins YouTube January 18 2015 Archived from the original on November 4 2021 Retrieved September 25 2015 Kaiser Rowan Ultima Most Important Game Series Ever Engadget com Retrieved September 25 2015 Kalata Kurt February 4 2008 The History of Dragon Quest Gamasutra Archived from the original on July 22 2015 Retrieved March 26 2011 Peter Tieryas April 5 2015 The Murder Mystery from the Creator of Dragon Quest Entropy archived from the original on February 22 2017 retrieved February 22 2017 Megal Gear Solid V The Phantom Pain Official Xbox Magazine Christmas 2015 Mason Graeme April 9 2017 10 games that defined the ZX Spectrum Eurogamer Retrieved October 14 2017 Lords Of Midnight s wonderful storyline inspired unsurprisingly by The Lord Of The Rings open world gameplay and elegant graphics were one thing its seemingly effortless welding of the traditional adventure game to these features set a new standard for software that remains an amazing feat over 30 years later McCasker Toby March 31 2016 Revisiting the gloriously weird games of Australia s golden age Kill Screen Retrieved October 14 2017 The game s design even proved to be a precursor to key elements of modern day open world games like BioWare s Dragon Age Mass Effect and Baldur s Gate series a b Jankiewicz Joshua July 22 2016 Valhalla Hardcore Gaming 101 Archived from the original on October 27 2016 Retrieved October 14 2017 Still for a pre King s Quest graphic adventure Valhalla remains pretty unique with its open world aspects Being able to kill anyone and anything can be great fun and seeing what weird things the NPCs will do on autopilot is strangely endearing a b Suellentrop Chris May 8 2017 Civilization Creator Sid Meier I Didn t Really Expect to be a Game Designer Rolling Stone Archived from the original on December 9 2017 Retrieved 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open world driving game First open world driving videogame Guinness World Records Retrieved October 6 2017 The first game to feature an open world environment was the 1986 Turbo Esprit for the ZX Spectrum Davison Pete July 7 2013 Origins of the Open World Alternate Reality USGamer Retrieved October 6 2017 Original Wasteland released on Steam and GOG Eurogamer November 14 2013 Retrieved October 13 2017 Wasteland which launched in 1988 spawned the Fallout series and won plaudits for its open world design Cobbett Richard December 31 2011 Saturday Crapshoot The Terminator PC Gamer Retrieved October 14 2017 With nothing but 1990s 3D technology it presented an open world action game set in modern day Los Angeles Fahs Travis March 24 2008 The Leif Ericson Awards IGN Retrieved on November 13 2021 Miller Chuck January 1993 King s Quest VI Heir Today Gone Tomorrow Computer Gaming World p 12 Retrieved July 5 2014 O Connor Alice January 15 2015 Have You Played Quarantine Rock Paper Shotgun Retrieved October 14 2017 An open world taxi game set in a hyperviolent dystopian futurecity 1994 s Quarantine is hugely exciting in my foggy memory The History Of Iron Soldier Retro Gamer No 165 Future Publishing March 2017 p 79 Sean Patten was on board to produce and Atari was adamant that the game be open world Those were the three pillars that formed Iron soldier explains Marc heavy property damage a mech theme and a game that was open world and not on rails Ars Technica YouTube February 12 2019 Retrieved February 24 2021 Crigger Lara 2008 Chasing D amp D A History of RPGs 1UP com Retrieved November 9 2010 Thomas Lucas M January 10 2007 Super Mario 64 VC Review IGN Mystical Ninja Starring Goemon IGN April 17 1998 Archived from the original on December 5 1998 Retrieved November 13 2021 Import Arena Ganbare Goeman N64 Magazine Future Publishing 7 56 October 1997 Retrieved May 18 2019 Guzman Hector March 20 2006 GameSpy Driver Parallel Lines Page 1 GameSpy Retrieved December 29 2009 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November 10 2012 Retrieved July 30 2015 Szczepaniak John February 2011 Portopia Renzoku Satsujin Jiken Retro Gamer Retrieved March 16 2011 Reprinted at Szczepaniak John Retro Gamer 85 Hardcore Gaming 101 Retrieved March 16 2011 Ashcraft Brian July 16 2009 Grand Theft Auto And Pac Man The Same Retrieved March 8 2011 Doom Encyclopaedia Britannica Accessed February 25 2009 Ryckert Dan April 2011 Embracing the Crazy Game Informer No 216 GameStop p 49 Winslow Jeremy May 3 2021 Minecraft Reached 140 Million Monthly Users And Generated Over 350 Million To Date GameSpot Retrieved August 8 2021 Kemen Brano Outerra Tech Demo Free tech demo upgradable to the Anteworld sandbox game alpha Hiranand Ravi June 18 2015 18 quintillion planets The video game that imagines an entire galaxy CNN Retrieved October 21 2015 Why Everyone Should Play No Man s Sky Even If It s Not a Great Game Retrieved August 19 2016 Kamen Matt Zelda Breath of the Wild review an epic masterpiece Wired UK Retrieved November 2 2017 How Breath of the Wild dunks on most open world games Destructoid com July 5 2017 Retrieved November 2 2017 Gerardi Matt March 17 2017 Is The Legend Of Zelda Breath Of The Wild one of the best games of all time Games avclub com Retrieved November 2 2017 How will The Legend of Zelda Breath of the Wild change the open world paradigm Gamesindustry biz June 6 2017 Retrieved November 2 2017 Why Breath of the Wild is the future of blockbuster games Theverge com March 17 2017 Retrieved November 2 2017 Dornbush Jonathon March 1 2017 GDC 2017 Breath of the Wild Team Built 2D Zelda Prototype to Test Gameplay IGN Retrieved November 2 2017 Gray Kate May 30 2017 Is The Legend of Zelda Breath of the Wild the best designed game ever Theguardian com Retrieved November 2 2017 The Legend of Zelda Breath of the Wild s open air concept is the new standard producer says Gematsu Gematsu com April 4 2017 Retrieved November 2 2017 Further reading EditMoss Richard March 25 2017 Roam free A history of open world gaming Ars Technica Retrieved March 25 2017 Michael Llewellyn 15 Open World Games More Mature Than Grand Theft Auto V thegamer com April 24 2017 Retrieved from https en wikipedia org w index php title Open world amp oldid 1152323155, wikipedia, wiki, book, books, library,

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