Layout


Introduction 

This literature review will cover the stages of development when creating an open world game. This review will make use of both research and experience that has been shared by developers. It will be highlighting key stages in development and game design that have been simplified to help out new game developers. 

Body

John Harris (2007) Takes a deeper look at the roots and design lessons of 'open world games' - titles I which the player "is left to his own devices to explore a large world" - from Adventure through Metroid to Grand Theft Auto. This article discusses open world games but it firsts defines what an open world game is. The author suggests that at the core of an open world game is consumption. once the player has seen something, it cannot been seen the same way again essentially the game is like a maze of its own. The author makes a point about open world games, which is that once the player has finished the game they cannot played again with the exact same experience as before. They can however play for a better score or something else but that’s a substantially different kind of experience. The article then goes on to list and discuss the 'best' open world games that make use of this. 


Dave Meikleham (2017) It discusses how collectables, stealth and climbing to extraordinary heights have come to define the open world game. The article runs through the history of open world games and then begins to discuss 'assassins  creed' early games. the article suggests that early versions of assassins creed brought new ideas to greater heights. it was done by its ability to climb on very tall towers or building and from there you view the open world game from high up. this offered a spectacular atmosphere to the game which would gone onto influence others. the article goes on then to discuss how this feature brought upon crossovers from it. 

Josh Bycer (2017) The article discusses the issues that can arise when creating or playing an open world game and the many problems that the developers can run into. The author said that the Assassins creed franchise has done a lot to shape the open world design since the second game in 2009. The article highlights that since the games popularity it soon becomes the foundation for other AAA developers to take inspiration from it. 

Mitch (2018) The author talks about how much the trend of creating and developing open world games has grown in recent years. He brings up the point about these types of games having missions or quests in them that add no real addiction to the main story of the game. it highlights this because this is a common problem among open world games.


Jason Faulkner (2017) This article discusses the importance of what not to do when creating an open world game. there is a discussion about how the worlds are now so big that you end up having endless missions upon endless mission which may turn out to be meaningless in the grand scheme of things. it suggests that recent open world games should return back to their roots because having tons of collectables to hunt down and pointless missions can in turn ruin the players experience and gameplay of the game. 

Andrew Carroll (2018) This article discusses what makes an open world game fun to play. it goes back to the earlier games where they were able to accomplish the open world game very well. the example that was given of this was elder scrolls. the article suggests that the open world games that are being released today are becoming more and more boring because they don't have a rich storyline or complex and interesting quests or missions. 

Julie Muncy (2015) This article discusses how open world are changing the game. it talks about how these games have become popular in recent years and that they are well deserved of that status. the author said that she is quite excited for these new games coming in. 

Keith Stuart (2015) This article talks about the future of open world games and AI. the possibilities of this are discussed, saying that in the near future these open world games could be personally designed for the individual player.  the author believes that this could be quite weird but that he also finds it intriguing. 

Matthew Gault (2017) This article features discussions on many different games that came out in 2017. it talks about how open world games have recently made a big leap in the right direction finally. the author discusses what games were the most story enriched and which ones had amazing visual graphics and extraordinary atmospheres. 

Simon Parkin (2017) This articles discusses the popular open world game, 'Far Cry'. it talks about how these types of games often shy away from the real political truth because of fear of what might happen. it is suggested that most political games that are open world or just feature something political don't really display accurately. the articles goes on to discuss why this is. 

Conclusion
The above articles showcase that there are elements that must be followed to ensure that the development of the open world is successful in terms of its narration and storyline, graphics, quests, plot and design. These articles also express that there are many issues that the developers can fall into when creating open world games.

Citation: 
Game Design Essentials: 20 Open World Games

How collectables, stealth and climbing came to define the Ubisoft open world game

The Repetitive Nature of Open World Games — A Study in “Upen” World Design


The Rapidness of Modern Open World Games


Open-World Design is Killing AAA Gaming


into the great wide open  - reimagining open world games

open world games are changing the way we play

AI acting, and the weird future of open world games

open world games finally got out of their way in 2017

open world games far cry from reality

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