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
literature process sources Google images; |
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