In video games, an open world is a virtual world in which the player can approach objectives freely, as opposed to a world with more linear and structured gameplay. Notable games in this category include The Legend of Zelda (1986), Grand Theft Auto III (2001) and Minecraft (2011).
Games with open or free-roaming worlds typically lack level structures like walls and locked doors, or the invisible walls in more open areas that prevent the player from venturing beyond them; only at the bounds of an open-world game will players be limited by geographic features like vast oceans or impassable mountains. Players typically do not encounter loading screens common in linear level designs when moving about the game world, with the open-world game using strategic storage and memory techniques to load the game world in a dynamic and seamless manner. Open-world games still enforce many restrictions in the game environment, either because of absolute technical limitations or in-game limitations imposed by a game's linearity.
While the openness of the game world is an important facet to games featuring open worlds, the main draw of open-world games is about providing the player with autonomy—not so much the freedom to do anything they want in the game (which is nearly impossible with current computing technology), but the ability to choose how to approach the game and its challenges in the order and manner as the player desires while still constrained by gameplay rules. Examples of high level of autonomy in computer games can be found in massively multiplayer online role-playing games (MMORPG) or in single-player games adhering to the open-world concept such as the Fallout series. The main appeal of open-world gameplay is that it provides a simulated reality and allows players to develop their character and its behavior in the direction and pace of their own choosing. In these cases, there is often no concrete goal or end to the game, although there may be the main storyline, such as with games like The Elder Scrolls V: Skyrim.
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Prince of Persia is a video game franchise created by Jordan Mechner. It is centered around a series of action-adventure games focused on various incarnations of the eponymous Prince, set in ancient and medieval Persia. The first two games in the series, Prince of Persia (1989) and Prince of Persia 2: The Shadow and the Flame (1993), were published by Broderbund. Prince of Persia 3D (1999), named for being the first installment to use 3D computer graphics, was developed by Red Orb Entertainment and published by The Learning Company on PC; the Dreamcast version was developed by Avalanche Software and published by Mattel Interactive.
A sandbox game is a video game with a gameplay element that provides players a great degree of creativity to interact with, usually without any predetermined goal, or alternatively with a goal that the players set for themselves. Such games may lack any objective, and are sometimes referred to as non-games or software toys. More often, sandbox games result from these creative elements being incorporated into other genres and allowing for emergent gameplay.
Spore is a 2008 life simulation real-time strategy god game developed by Maxis and published by Electronic Arts for Microsoft Windows and Mac OS X. Designed by Will Wright, it covers many genres including action, real-time strategy, and role-playing games. Spore allows a player to control the development of a species from its beginnings as a microscopic organism, through development as an intelligent and social creature, to interstellar exploration as a spacefaring culture.
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