open-world-design

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  • Firefall video diary talks open-world design, shows pretty vistas

    by 
    Jef Reahard
    Jef Reahard
    03.07.2012

    It's March, which means it's high time for another Firefall video dev diary. Today's installment is all about (open) world-building, and unlike many of its shooter contemporaries, Firefall features a sprawling, accessible open-world map. As world-builders Bobby Ross and Nick Keith explain, the game's jetpacks allow players to traverse vast distances and explore every little nook and cranny to their hearts' content. One example of Firefall's breadth comes courtesy of "Mushroom Island," a huge rock formation that's initially visible on your first drop-ship ride. Ross says that scaling the enormous formation is a reward in and of itself, with a spectacular view of the game's newbie area waiting at the top of the path. Keith goes on to explain how Firefall integrates its PvP maps into the rest of the open-world design, primarily by giving non-combatants the option to stop over and watch arena matches and various conflicts in certain designated cities. Check out this and more via the full video after the break. [Source: Red 5 press release]

  • Anti-Aliased: What happened to building worlds

    by 
    Seraphina Brennan
    Seraphina Brennan
    10.22.2010

    I hope you guys have taken the time to check out our GDCO coverage, specifically our interview with Richard Bartle. If there's anything that has really been on my mind for these past weeks, it's been that. Dr. Bartle's approach to MMOs is very similar to my own personal approach to MMOs: these are games, but they are also worlds. And it's been that line of thinking that has lead me to today's column. What happened to creating worlds in our games? Now, I'm not saying that our games don't include vast settings for us to explore. All of our MMOs include some great settings, but they seem to fall flat anymore. Instead of focusing on how players can interact with the world and each other, many developers are focused on creating the coveted "theme park" environment. We have worlds filled with pre-planned obstacles and challenges that rarely change and evolve over time, instead of allowing players to interact with the world and vice-versa. So, with all of our new knowledge on how games work, what's stopping us from tackling the challenges we used to tackle regularly? How can we make world building and sandbox practices approachable? How can we re-ignite the creative fire?