{"id":100610,"date":"2019-09-20T20:11:00","date_gmt":"2019-09-20T20:11:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/350910"},"modified":"2019-09-20T20:11:00","modified_gmt":"2019-09-20T20:11:00","slug":"dont-miss-a-2007-look-at-the-essential-open-world-games-for-game-designers","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/09\/20\/dont-miss-a-2007-look-at-the-essential-open-world-games-for-game-designers\/","title":{"rendered":"Don&#8217;t Miss: A 2007 look at the essential open-world games for game designers"},"content":{"rendered":"\n<p> <em> [The second in Gamasutra&#8217;s &#8216;Game Design Essentials&#8217; series, following &#8216;<a href=\"http:\/\/www.gamasutra.com\/view\/feature\/1640\/game_design_essentials_20_.php\">20 Difficult Games<\/a>&#8216;, looks at the roots and design lessons of &#8216;open world games&#8217; &#8211; titles in which the player &#8220;is left to his own devices to explore a large world&#8221; &#8211; from <\/em><em>Adventure through <\/em><em>Metroid to <\/em><em>Grand Theft Auto.]<\/em> <\/p>\n<p> &nbsp; <\/p>\n<p> When we discuss &#8220;open world games&#8221; in this article, or sometimes &#8220;exploration games,&#8221; we mean those games where generally the player is left to his own devices to explore a large world. What all of these games share is the seeking of new, interesting regions at whatever time the player deems fit. No force forces the player&#8217;s motion into new areas. There&#8217;s no auto-scroll, and there are no artificial level barriers. <\/p>\n<p> A couple of games, such as <em>Air Fortress<\/em>, push this by offering many mazes, but they are more like many individual games than one large map. One of these games, <em>Cadash<\/em>, is presented for contrast, but technically fills the description. Most of the games take closely after <em>Metroid<\/em> games, or are one of them. Fully half of the games here contains substantial side-view platformer elements. <\/p>\n<p> At the core of the open world game is consumption. Once a place is seen for the first time, it cannot be unseen and seen again. To an extent, the game is a maze, and once the whole thing is seen the game cannot be played the same way again. Perhaps it can be played for a good score or a good time, but that&#8217;s a substantially different kind of experience. <\/p>\n<p> Some games attempt to offer replayability through randomization. Roguelikes and strategy games in the mold of <em>Civilization <\/em>do this. Some allow the player&#8217;s state to vary, allowing them to reach a given point in the game world in a variety of ways, each with its own implications for the situation found there. However, no game in this list uses randomization in this manner. <\/p>\n<p> Some particular comments on the games that were picked for this list: <\/p>\n<p> 1. As with all such lists, some things had to be left out. <em>Morrowind<\/em> and <em>Oblivion <\/em>are particular games in which exploration plays a prominent role, and their absence, or that of any other game, should not be taken as a slight against them. There are other reasons they are not mentioned here, one of them being that I think it&#8217;s best to possibly save them for a later article on RPGs. <\/p>\n<p> Also notably absent are any adventure games, either textual or graphic. This is also not intended to short that genre. Also missing is the notable Commodore 64 game <em>Phantoms of the Asteroid<\/em>, but it was covered last time. Another Commodore game that could make the list is <em>Spindizzy<\/em>, but the fact is I don&#8217;t think I have enough experience with that game to write well about it. <\/p>\n<p> 2. As with the previous article, <a href=\"http:\/\/www.gamasutra.com\/view\/feature\/1640\/game_design_essentials_20_.php\">&#8216;Game Design Essentials: 20 Difficult Games<\/a>&#8216;, this is not intended to represent the best open world games, or the ones that are most &#8220;explore-y,&#8221; although some of them are pretty nice. The games are chosen for their instructive qualities and general interest, not to compare them using a meaningless yardstick. They&#8217;re here because I could illustrate something important using them as examples. <\/p>\n<p> 3. Some out there in Internet Land snarked, concerning the previous list, that it was biased towards older games. Yes it was, and I make no apologies. Older games tend to have more elemental designs, presenting their mechanics strongly rather than submersing them between a sea of what a game is &#8220;supposed to be.&#8221; This is particularly useful for explaining and highlighting design conventions. <\/p>\n","protected":false},"excerpt":{"rendered":"<p>[The second in Gamasutra&#8217;s &#8216;Game Design Essentials&#8217; series, following &#8216;20 Difficult Games&#8216;, looks at the roots and design lessons of &#8216;open world games&#8217; &#8211; titles in which the player &#8220;is left to his own devices to explore a large world&#8221; &#8211; from Adventure through Metroid to Grand Theft Auto.] &nbsp; When we discuss &#8220;open world [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":100611,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-100610","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/100610","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=100610"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/100610\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/100611"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=100610"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=100610"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=100610"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}