![]() ![]() The OW should feel continuous and physically logical within the construct of the game universe. Then again, Minecraft's world generation algorithms are completely based around this concept. If a randomly generated roguelike doesn't produce a village until you walk to it, we as the player likely know that it was generated for us. Debatable elements: This is fairly subjective. The OW should project the feeling that events and landscape continue to exist and function even when the player is not there. Debatable elements: does the whole game need to have this or does something like Chrono Trigger count? "Open Worlds" (OW) should at some point in the course of the game give the player controlled character or team the option to move freely within the setting of the game. Given a little bit of thought, this is where I ended up: Of course, it will require some debate on what "open world" even means which in and of itself includes elements of player agency, game design, mechanics, and how the story unfolds. I was thinking about this in the car yesterday and realized that the discussion can't be that simple. ![]()
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