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An open world is a type of video game level design where a player can roam freely through a virtual world and is given considerable freedom in choosing how or when to approach objectives. The term "free roam" is also used, as is "sandbox" and "free-roaming". "Open world" and "free-roaming" suggest the absence of artificial barriers, in contrast to the invisible walls and loading screens that are common in linear level designs. An "open world" game does not necessarily imply a sandbox. In a true "sandbox", the player has tools to modify the world themselves and create how they play. Generally open world games still enforce some restrictions in the game environment, either due to absolute technical limitations or in-game limitations (such as locked areas) imposed by a game's linearity.

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rdfs:label
  • Open world
rdfs:comment
  • An open world is a type of video game level design where a player can roam freely through a virtual world and is given considerable freedom in choosing how or when to approach objectives. The term "free roam" is also used, as is "sandbox" and "free-roaming". "Open world" and "free-roaming" suggest the absence of artificial barriers, in contrast to the invisible walls and loading screens that are common in linear level designs. An "open world" game does not necessarily imply a sandbox. In a true "sandbox", the player has tools to modify the world themselves and create how they play. Generally open world games still enforce some restrictions in the game environment, either due to absolute technical limitations or in-game limitations (such as locked areas) imposed by a game's linearity.
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dbkwik:ultimatepop...iPageUsesTemplate
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  • right
Width
  • 25(xsd:integer)
Source
  • —Peter Molyneux in an interview with GameSpy
  • —Todd Howard
Quote
  • "You need great simulational technology. [Simulated worlds] have more power than scripted worlds because they allow people to play around in that world. [Good world simulations] allow people to discover things ... to push the boundaries of worlds."
  • "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."
abstract
  • An open world is a type of video game level design where a player can roam freely through a virtual world and is given considerable freedom in choosing how or when to approach objectives. The term "free roam" is also used, as is "sandbox" and "free-roaming". "Open world" and "free-roaming" suggest the absence of artificial barriers, in contrast to the invisible walls and loading screens that are common in linear level designs. An "open world" game does not necessarily imply a sandbox. In a true "sandbox", the player has tools to modify the world themselves and create how they play. Generally open world games still enforce some restrictions in the game environment, either due to absolute technical limitations or in-game limitations (such as locked areas) imposed by a game's linearity.
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