Sunday, March 1, 2015

Open Worlds & 3 Tips For Game Design Students

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By Jennifer Marie Anderson


In many video games, the biggest perk is the massive world that's designed for exploration. Very few can argue with the fact that game design can be used to create a number of different projects, each of them with not only different genres but particular goals. With this in mind, I believe that open worlds are easily some of the most challenging to create. For game design students to get the best handle of this, here are 3 tips worth focusing on.

One of the first components of an open world video game, in my view, is creativity. Players want to know that they can get lost in a big world and that it is open for them to play around with. There are many examples to note but I feel like the best has to be "Minecraft," which is one of the most popular video games today. Given its simplistic approach in tandem with almost limitless freedom, there's no doubt that it can serve as a model for open world game developers to make note of.

The open world element shouldn't feel repetitive, either. "Fallout 3," for example, grants the player a massive post-apocalyptic terrain to explore. There are many hazards, as well as numerous enemies, to account for, meaning that caution is better exercised in some areas more than others. Nonetheless, it never feels like the world itself is bland. If anything, it makes the player wonder what, exactly, they will be in store for as they venture on.

Finally - and easily, most importantly - imagination should play a role in the creation of open world games. It's easy to see that most ideas have been done already, so it's not like tackling a particular subject will bring about the most unique results. Nonetheless, sharp game designers can incorporate their own touches. Game design hinges on bringing new ideas to the table. Even if there are similar bases, the twists added can still make the entire experience more special.

When created well, open worlds can create some of the greatest possibilities for players. Sometimes they can go off the predetermined path, in search of other obstacles and goals to focus on for a short time. The open world element may be avoided entirely, by certain players, which is fine as well. There simply has to be a level of scope to consider and when this is set in place, there's no doubt that one's efforts in game design can be that much stronger.




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