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	Comments on: Open World Games: What Works And Why	</title>
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		<title>
		By: DevLog Watch: Augen Der Welt, Heat Signature, Relativity &#124; Rock, Paper, Shotgun		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-512252</link>

		<dc:creator><![CDATA[DevLog Watch: Augen Der Welt, Heat Signature, Relativity &#124; Rock, Paper, Shotgun]]></dc:creator>
		<pubDate>Mon, 28 Apr 2014 12:02:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-512252</guid>

					<description><![CDATA[[&#8230;] generated spaceships, and it&#8217;s Tom&#8217;s first open world game. He has some experience writing and thinking about those, so it&#8217;s interesting to see him work through the issues of making [&#8230;]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] generated spaceships, and it&#8217;s Tom&#8217;s first open world game. He has some experience writing and thinking about those, so it&#8217;s interesting to see him work through the issues of making [&#8230;]</p>
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		<title>
		By: Open World Games: Cramming All The Good Stuff Into One, by Tom Francis		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127747</link>

		<dc:creator><![CDATA[Open World Games: Cramming All The Good Stuff Into One, by Tom Francis]]></dc:creator>
		<pubDate>Thu, 28 Jan 2010 14:18:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127747</guid>

					<description><![CDATA[[...] last post was figuring out what we all like in open world games; this one&#8217;s about how to make that [...]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] last post was figuring out what we all like in open world games; this one&#8217;s about how to make that [&#8230;]</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127707</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Tue, 26 Jan 2010 14:23:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127707</guid>

					<description><![CDATA[Lucas, how did Pirates fill its open world and why was it good? I did play it at the time, but I remember next to nothing about it. Except that I could win any boarding action because the swordfighting minigame was exploitable to the point that I could take the entire enemy crew myself.]]></description>
			<content:encoded><![CDATA[<p>Lucas, how did Pirates fill its open world and why was it good? I did play it at the time, but I remember next to nothing about it. Except that I could win any boarding action because the swordfighting minigame was exploitable to the point that I could take the entire enemy crew myself.</p>
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		<title>
		By: Malibu Stacey		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127686</link>

		<dc:creator><![CDATA[Malibu Stacey]]></dc:creator>
		<pubDate>Mon, 25 Jan 2010 15:12:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127686</guid>

					<description><![CDATA[&quot;The next post will be figuring out how to cram all the good stuff into one specific open world.&quot;

Real Time Worlds beat you to it -&#062; http://www.xbox.com/en-GB/games/c/crackdown/]]></description>
			<content:encoded><![CDATA[<p>&#8220;The next post will be figuring out how to cram all the good stuff into one specific open world.&#8221;</p>
<p>Real Time Worlds beat you to it -&gt; <a href="http://www.xbox.com/en-GB/games/c/crackdown/" rel="nofollow ugc">http://www.xbox.com/en-GB/games/c/crackdown/</a></p>
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		<title>
		By: Dante		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127665</link>

		<dc:creator><![CDATA[Dante]]></dc:creator>
		<pubDate>Sun, 24 Jan 2010 19:43:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127665</guid>

					<description><![CDATA[I&#039;m not against collecting, but it has to be more than just collecting for it&#039;s own sake. Batman&#039;s Riddler puzzles are a superb example of this, often they&#039;re interesting, and they all provoke a response from the Riddler, with it&#039;s own little ending if you get all of them.

GTA IV&#039;s &#039;flying rats&#039; on the other hand, I couldn&#039;t care less about.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m not against collecting, but it has to be more than just collecting for it&#8217;s own sake. Batman&#8217;s Riddler puzzles are a superb example of this, often they&#8217;re interesting, and they all provoke a response from the Riddler, with it&#8217;s own little ending if you get all of them.</p>
<p>GTA IV&#8217;s &#8216;flying rats&#8217; on the other hand, I couldn&#8217;t care less about.</p>
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		<title>
		By: Lucas		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127663</link>

		<dc:creator><![CDATA[Lucas]]></dc:creator>
		<pubDate>Sun, 24 Jan 2010 18:42:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127663</guid>

					<description><![CDATA[Every open world game designer MUST play Sid Meier&#039;s Pirates!  Even simple world dynamics can go a very very very long way.  Lack of suitable world dynamics make most open world games boring.

I love exploration, but when its done, that&#039;s it.

Collecting is mostly a waste of time rather than gameplay.]]></description>
			<content:encoded><![CDATA[<p>Every open world game designer MUST play Sid Meier&#8217;s Pirates!  Even simple world dynamics can go a very very very long way.  Lack of suitable world dynamics make most open world games boring.</p>
<p>I love exploration, but when its done, that&#8217;s it.</p>
<p>Collecting is mostly a waste of time rather than gameplay.</p>
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		<title>
		By: The Sunday Papers &#124; Rock, Paper, Shotgun		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127657</link>

		<dc:creator><![CDATA[The Sunday Papers &#124; Rock, Paper, Shotgun]]></dc:creator>
		<pubDate>Sun, 24 Jan 2010 13:25:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127657</guid>

					<description><![CDATA[[...] Tom Francis on Open World Games, in a relatively restrained mood What works and why. One day someone&#8217;s going to give Tom a job making a fucker, and it&#8217;ll be a better world for that. [...]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] Tom Francis on Open World Games, in a relatively restrained mood What works and why. One day someone&#8217;s going to give Tom a job making a fucker, and it&#8217;ll be a better world for that. [&#8230;]</p>
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		<title>
		By: Lack_26		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127644</link>

		<dc:creator><![CDATA[Lack_26]]></dc:creator>
		<pubDate>Sat, 23 Jan 2010 20:48:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127644</guid>

					<description><![CDATA[Jazmeister: yeah I used a lot of them, but not all of them (although it was certainly what inspired me to mod up FO3. I used some different mods to the list as well (XFO being one of them). I was planning to do a blog of it, but I was having too much fun playing it.

Ah found the mod list (not all of these are vital I would say, in fact I had to mod MTC travellers myself to make it in keeping with the lore. Actually, I&#039;ve tinkered with a fair few on that list. But yeah, it makes for a pretty lore sensitive game. Things like the paradise lost (re-skin for the book) and &#039;enclave are friendly&#039; are things I made myself, I just forgot to take them out.)

http://img517.imageshack.us/img517/4286/modlist.jpg

Pentadact:

Of course, mugs are awesome.]]></description>
			<content:encoded><![CDATA[<p>Jazmeister: yeah I used a lot of them, but not all of them (although it was certainly what inspired me to mod up FO3. I used some different mods to the list as well (XFO being one of them). I was planning to do a blog of it, but I was having too much fun playing it.</p>
<p>Ah found the mod list (not all of these are vital I would say, in fact I had to mod MTC travellers myself to make it in keeping with the lore. Actually, I&#8217;ve tinkered with a fair few on that list. But yeah, it makes for a pretty lore sensitive game. Things like the paradise lost (re-skin for the book) and &#8216;enclave are friendly&#8217; are things I made myself, I just forgot to take them out.)</p>
<p><a href="http://img517.imageshack.us/img517/4286/modlist.jpg" rel="nofollow ugc">http://img517.imageshack.us/img517/4286/modlist.jpg</a></p>
<p>Pentadact:</p>
<p>Of course, mugs are awesome.</p>
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		<title>
		By: Jazmeister		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127640</link>

		<dc:creator><![CDATA[Jazmeister]]></dc:creator>
		<pubDate>Sat, 23 Jan 2010 19:10:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127640</guid>

					<description><![CDATA[Lack: Duncan Harris&#039; Fallout mods article in PCG, right? I installed a lot of those too. I was chatting with Chris Livingston about doing a marathon run through ultra-difficult XFO-enhanced fallout, and blogging each leg of the journey. That was months ago though, I doubt he remembers and I don&#039;t really have time anymore.

RP in single player games is great. I really wish that kind of fight for survival was a tenable gaming experience in vanilla Fallout.]]></description>
			<content:encoded><![CDATA[<p>Lack: Duncan Harris&#8217; Fallout mods article in PCG, right? I installed a lot of those too. I was chatting with Chris Livingston about doing a marathon run through ultra-difficult XFO-enhanced fallout, and blogging each leg of the journey. That was months ago though, I doubt he remembers and I don&#8217;t really have time anymore.</p>
<p>RP in single player games is great. I really wish that kind of fight for survival was a tenable gaming experience in vanilla Fallout.</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127632</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Sat, 23 Jan 2010 16:46:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127632</guid>

					<description><![CDATA[Ha, awesome. You like mugs, huh?]]></description>
			<content:encoded><![CDATA[<p>Ha, awesome. You like mugs, huh?</p>
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		<title>
		By: Dan		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127631</link>

		<dc:creator><![CDATA[Dan]]></dc:creator>
		<pubDate>Sat, 23 Jan 2010 16:34:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127631</guid>

					<description><![CDATA[Well that&#039;s a bit cool, maybe I&#039;ll go and do that. I didn&#039;t really do mods in Fallout as much as Oblivion.]]></description>
			<content:encoded><![CDATA[<p>Well that&#8217;s a bit cool, maybe I&#8217;ll go and do that. I didn&#8217;t really do mods in Fallout as much as Oblivion.</p>
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		<title>
		By: Lack_26		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127620</link>

		<dc:creator><![CDATA[Lack_26]]></dc:creator>
		<pubDate>Sat, 23 Jan 2010 13:27:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127620</guid>

					<description><![CDATA[@Dan,

I had a character, (no-loads (i.e. if you die, that&#039;s it), no-fast travel, rp, need food and water to live, worse rad effects, brutal combat, etc. Basically everything possible to make it hard to live) that lived in the Northern Wastes of the FO3 map. I was rp-ing (using a mod) as an escaped android from the Commonwealth, so tried to limit human contact as much as possible. So I used a drainage chamber north of Canterbury Commons and made it into a home for the all the nick-nacks I picked up during my scavenging trips.

http://img42.imageshack.us/img42/6902/screenshot275k.jpg

I never trusted Oblivion enough to make a house in the wilds, I was worried that containers/areas might reset (which many of them did).]]></description>
			<content:encoded><![CDATA[<p>@Dan,</p>
<p>I had a character, (no-loads (i.e. if you die, that&#8217;s it), no-fast travel, rp, need food and water to live, worse rad effects, brutal combat, etc. Basically everything possible to make it hard to live) that lived in the Northern Wastes of the FO3 map. I was rp-ing (using a mod) as an escaped android from the Commonwealth, so tried to limit human contact as much as possible. So I used a drainage chamber north of Canterbury Commons and made it into a home for the all the nick-nacks I picked up during my scavenging trips.</p>
<p><a href="http://img42.imageshack.us/img42/6902/screenshot275k.jpg" rel="nofollow ugc">http://img42.imageshack.us/img42/6902/screenshot275k.jpg</a></p>
<p>I never trusted Oblivion enough to make a house in the wilds, I was worried that containers/areas might reset (which many of them did).</p>
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		<title>
		By: Dan		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127582</link>

		<dc:creator><![CDATA[Dan]]></dc:creator>
		<pubDate>Sat, 23 Jan 2010 02:38:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127582</guid>

					<description><![CDATA[I don&#039;t know why it was so appealing to &quot;find&quot; a house in Oblivion as compared to Fallout. What I mean is the people who cleared out a cave or an abandoned building to stay in. I think the beauty and lively nature of the surroundings makes you want to just get really into it in that regard, whereas in Fallout everything is so dreary and dangerous that you just really want somewhere to be safe. That&#039;s one reason I still like Oblivion lots more.]]></description>
			<content:encoded><![CDATA[<p>I don&#8217;t know why it was so appealing to &#8220;find&#8221; a house in Oblivion as compared to Fallout. What I mean is the people who cleared out a cave or an abandoned building to stay in. I think the beauty and lively nature of the surroundings makes you want to just get really into it in that regard, whereas in Fallout everything is so dreary and dangerous that you just really want somewhere to be safe. That&#8217;s one reason I still like Oblivion lots more.</p>
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		<title>
		By: DoctorDisaster		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127553</link>

		<dc:creator><![CDATA[DoctorDisaster]]></dc:creator>
		<pubDate>Fri, 22 Jan 2010 19:33:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127553</guid>

					<description><![CDATA[In Oblivion I generally stuck to the house way down south away from everything -- the one you get for being knighted by the baron of somewhere-or-other. I did this initially because, like Pentadact said, earning a house somehow is way better than just buying it. I stayed after I got richer, because one time I came in and caught my orc roommate &lt;i&gt;stealing my food from the pantry.&lt;/i&gt; This was so damn hilarious that I could never leave afterward.]]></description>
			<content:encoded><![CDATA[<p>In Oblivion I generally stuck to the house way down south away from everything &#8212; the one you get for being knighted by the baron of somewhere-or-other. I did this initially because, like Pentadact said, earning a house somehow is way better than just buying it. I stayed after I got richer, because one time I came in and caught my orc roommate <i>stealing my food from the pantry.</i> This was so damn hilarious that I could never leave afterward.</p>
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		<title>
		By: Dante		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127539</link>

		<dc:creator><![CDATA[Dante]]></dc:creator>
		<pubDate>Fri, 22 Jan 2010 16:28:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127539</guid>

					<description><![CDATA[There&#039;s a house in the coastal town (Anvil I think) that you can buy on the cheap by vanquishing the ghost that haunts it. That was always my favourite of the Oblivion houses.]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s a house in the coastal town (Anvil I think) that you can buy on the cheap by vanquishing the ghost that haunts it. That was always my favourite of the Oblivion houses.</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127514</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Fri, 22 Jan 2010 09:06:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127514</guid>

					<description><![CDATA[I killed an Orc in Gnisis - his house was built into a cave, and I remember spending ages figuring out how to drop my unique Daedric helms so they&#039;d lie right on the mantlepiece.

Then when they let you buy houses to store your unique loot in Oblivion, I never even tried it. There&#039;s no more impersonal way to acquire something than with money.]]></description>
			<content:encoded><![CDATA[<p>I killed an Orc in Gnisis &#8211; his house was built into a cave, and I remember spending ages figuring out how to drop my unique Daedric helms so they&#8217;d lie right on the mantlepiece.</p>
<p>Then when they let you buy houses to store your unique loot in Oblivion, I never even tried it. There&#8217;s no more impersonal way to acquire something than with money.</p>
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		<title>
		By: Jason L		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127489</link>

		<dc:creator><![CDATA[Jason L]]></dc:creator>
		<pubDate>Fri, 22 Jan 2010 00:51:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127489</guid>

					<description><![CDATA[Good point on the movement, though I would put it under &#039;not necessary but sufficient&#039;. It&#039;s the reason Fuel didn&#039;t work, and basically the reason Jet Grind Radio exists.]]></description>
			<content:encoded><![CDATA[<p>Good point on the movement, though I would put it under &#8216;not necessary but sufficient&#8217;. It&#8217;s the reason Fuel didn&#8217;t work, and basically the reason Jet Grind Radio exists.</p>
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		<title>
		By: Dante		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127488</link>

		<dc:creator><![CDATA[Dante]]></dc:creator>
		<pubDate>Fri, 22 Jan 2010 00:40:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127488</guid>

					<description><![CDATA[I agree, the characters in Fallout are a million miles better than Oblivion. Perhaps the problem is that they didn&#039;t follow through enough with the housing, while you get two different places dependant on how you do the Megaton quest, that&#039;s all, why not run with it and give the player a variety of different locations?

For the record I decorated my Megaton house by buying the big heart shaped bed and throwing all the pre war money I could find on it.]]></description>
			<content:encoded><![CDATA[<p>I agree, the characters in Fallout are a million miles better than Oblivion. Perhaps the problem is that they didn&#8217;t follow through enough with the housing, while you get two different places dependant on how you do the Megaton quest, that&#8217;s all, why not run with it and give the player a variety of different locations?</p>
<p>For the record I decorated my Megaton house by buying the big heart shaped bed and throwing all the pre war money I could find on it.</p>
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		<title>
		By: DoctorDisaster		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127475</link>

		<dc:creator><![CDATA[DoctorDisaster]]></dc:creator>
		<pubDate>Thu, 21 Jan 2010 19:52:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127475</guid>

					<description><![CDATA[Dante is right. Fallout&#039;s use of quest lines to make different houses available was an interesting approach, but making a particular shopkeeper the only way to upgrade took some of the fun out of collecting stuff for your house. Gradually coming across better alchemy equipment in Elder Scrolls games is a more fun, incremental progression. And most of the distinctive stuff you came across in the wasteland was nailed down: other than a ball and glove and the BB gun from the Vault, my character never ended up with any &#039;personal&#039; items to display.

However, Fallout did a lot better at making the town feel like yours: all your neighbors seemed to have weird little secrets and stories you could slowly learn about, or projects you could participate in. Elder Scrolls NPCs (probably because there are so many more of them) tend to recede into a blur. I&#039;d only ask for the ability to participate in quest lines that upgraded the town defenses or shops&#039; stock.

For the record, I offed the guy in the green robe who would hang out by the bridge on the north end of Balmora. I think his name was Radarys? His house had a trapdoor on the roof.]]></description>
			<content:encoded><![CDATA[<p>Dante is right. Fallout&#8217;s use of quest lines to make different houses available was an interesting approach, but making a particular shopkeeper the only way to upgrade took some of the fun out of collecting stuff for your house. Gradually coming across better alchemy equipment in Elder Scrolls games is a more fun, incremental progression. And most of the distinctive stuff you came across in the wasteland was nailed down: other than a ball and glove and the BB gun from the Vault, my character never ended up with any &#8216;personal&#8217; items to display.</p>
<p>However, Fallout did a lot better at making the town feel like yours: all your neighbors seemed to have weird little secrets and stories you could slowly learn about, or projects you could participate in. Elder Scrolls NPCs (probably because there are so many more of them) tend to recede into a blur. I&#8217;d only ask for the ability to participate in quest lines that upgraded the town defenses or shops&#8217; stock.</p>
<p>For the record, I offed the guy in the green robe who would hang out by the bridge on the north end of Balmora. I think his name was Radarys? His house had a trapdoor on the roof.</p>
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		<title>
		By: Dante		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127468</link>

		<dc:creator><![CDATA[Dante]]></dc:creator>
		<pubDate>Thu, 21 Jan 2010 15:49:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127468</guid>

					<description><![CDATA[Regarding safehouses, I think there also needs to be something distinctive about them. The Megaton shack in Fallout 3 for example never really felt like mine, it was just a place to dump stuff, even buying themes only changed it marginally.]]></description>
			<content:encoded><![CDATA[<p>Regarding safehouses, I think there also needs to be something distinctive about them. The Megaton shack in Fallout 3 for example never really felt like mine, it was just a place to dump stuff, even buying themes only changed it marginally.</p>
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		<title>
		By: Jazmeister		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127467</link>

		<dc:creator><![CDATA[Jazmeister]]></dc:creator>
		<pubDate>Thu, 21 Jan 2010 15:09:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127467</guid>

					<description><![CDATA[I like that stuff too, Ed. I like building up a base camp and doing the whole ground level RTS thing. Raven Rock in Solstheim was a joy for me.]]></description>
			<content:encoded><![CDATA[<p>I like that stuff too, Ed. I like building up a base camp and doing the whole ground level RTS thing. Raven Rock in Solstheim was a joy for me.</p>
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		<title>
		By: EGTF		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127462</link>

		<dc:creator><![CDATA[EGTF]]></dc:creator>
		<pubDate>Thu, 21 Jan 2010 12:03:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127462</guid>

					<description><![CDATA[Was it just me who enjoyed levelling up all the buildings in my little home town/keep in Assassin&#039;s Creed II? It wasn&#039;t perfect, but had potential.]]></description>
			<content:encoded><![CDATA[<p>Was it just me who enjoyed levelling up all the buildings in my little home town/keep in Assassin&#8217;s Creed II? It wasn&#8217;t perfect, but had potential.</p>
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		<title>
		By: Dan		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127436</link>

		<dc:creator><![CDATA[Dan]]></dc:creator>
		<pubDate>Thu, 21 Jan 2010 03:09:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127436</guid>

					<description><![CDATA[No one cares, Bret.]]></description>
			<content:encoded><![CDATA[<p>No one cares, Bret.</p>
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		<title>
		By: Bret		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127433</link>

		<dc:creator><![CDATA[Bret]]></dc:creator>
		<pubDate>Thu, 21 Jan 2010 02:45:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127433</guid>

					<description><![CDATA[Last comment was by me, in case anyone cares. As is unlikely to be the case.]]></description>
			<content:encoded><![CDATA[<p>Last comment was by me, in case anyone cares. As is unlikely to be the case.</p>
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		<title>
		By: Anonymous		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127432</link>

		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Thu, 21 Jan 2010 02:44:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127432</guid>

					<description><![CDATA[Man. Disaster is dead on in this case. Making a saferoom&#039;s fun even in less open world games. Getting my little corner of the ship in System Shock where Shodan couldn&#039;t touch me was awesome.]]></description>
			<content:encoded><![CDATA[<p>Man. Disaster is dead on in this case. Making a saferoom&#8217;s fun even in less open world games. Getting my little corner of the ship in System Shock where Shodan couldn&#8217;t touch me was awesome.</p>
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		<title>
		By: Jazmeister		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127430</link>

		<dc:creator><![CDATA[Jazmeister]]></dc:creator>
		<pubDate>Thu, 21 Jan 2010 02:23:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127430</guid>

					<description><![CDATA[Everyone should listen to Doc, because he&#039;s startlingly right. I killed the shop keeper in Balmora, the one whose house is all by itself.]]></description>
			<content:encoded><![CDATA[<p>Everyone should listen to Doc, because he&#8217;s startlingly right. I killed the shop keeper in Balmora, the one whose house is all by itself.</p>
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		<title>
		By: DoctorDisaster		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127413</link>

		<dc:creator><![CDATA[DoctorDisaster]]></dc:creator>
		<pubDate>Wed, 20 Jan 2010 22:34:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127413</guid>

					<description><![CDATA[One thing I latch onto in a lot of open games is the ability to choose and create a &quot;hometown&quot; area. Honestly, did anyone playing Morrowind &lt;i&gt;not&lt;/i&gt; murder some faceless citizen to take over their house and fill it with knickknacks? It&#039;s better when there isn&#039;t a designer-designated location for this: what&#039;s fun about the process is staking out turf and really untangling that area&#039;s mechanics.

This is also a good solution for having the world react to you without going to Molyneux levels of solipsism. It makes sense that a character might end up with a lot of influence over the town where she spends all her time.

I should also add: moving around should be enjoyable. I played a free weekend of Champions Online, which certainly wasn&#039;t enough time to get any sort of feel for the game, but I have flirted ever since with the idea of subscribing more or less &lt;i&gt;entirely&lt;/i&gt; because zipping around on jet boots was such a blast. Characters should have a really bitchin&#039; way to move around the open world, partly because this makes far-flung objectives less of an issue, but mostly because it&#039;s the simplest conceivable incentive to explore.]]></description>
			<content:encoded><![CDATA[<p>One thing I latch onto in a lot of open games is the ability to choose and create a &#8220;hometown&#8221; area. Honestly, did anyone playing Morrowind <i>not</i> murder some faceless citizen to take over their house and fill it with knickknacks? It&#8217;s better when there isn&#8217;t a designer-designated location for this: what&#8217;s fun about the process is staking out turf and really untangling that area&#8217;s mechanics.</p>
<p>This is also a good solution for having the world react to you without going to Molyneux levels of solipsism. It makes sense that a character might end up with a lot of influence over the town where she spends all her time.</p>
<p>I should also add: moving around should be enjoyable. I played a free weekend of Champions Online, which certainly wasn&#8217;t enough time to get any sort of feel for the game, but I have flirted ever since with the idea of subscribing more or less <i>entirely</i> because zipping around on jet boots was such a blast. Characters should have a really bitchin&#8217; way to move around the open world, partly because this makes far-flung objectives less of an issue, but mostly because it&#8217;s the simplest conceivable incentive to explore.</p>
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		<title>
		By: Devenger		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127384</link>

		<dc:creator><![CDATA[Devenger]]></dc:creator>
		<pubDate>Wed, 20 Jan 2010 10:51:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127384</guid>

					<description><![CDATA[Your checklist at the end of the post makes a surprisingly suitable list for planning a tabletop roleplaying (e.g. D&#038;D) campaign - especially the incorporation of scraps of story outside of linear elements - though of course the tabletop format does have unique problems (e.g. you need longer to generate quality content) and unique advantages (e.g. no technical restrictions on what you can change about the world; no limit to what can exist, except what can be described).

I also think video game designers could learn a lot from tabletop design, especially not being frightened of making options in the world exist as is most convenient for the player - we don&#039;t need a genuinely consistent open world in a game, only a theoretically consistent one. Why not have quests stumble upon players easily when they are looking for them, and rarely when they aren&#039;t?]]></description>
			<content:encoded><![CDATA[<p>Your checklist at the end of the post makes a surprisingly suitable list for planning a tabletop roleplaying (e.g. D&amp;D) campaign &#8211; especially the incorporation of scraps of story outside of linear elements &#8211; though of course the tabletop format does have unique problems (e.g. you need longer to generate quality content) and unique advantages (e.g. no technical restrictions on what you can change about the world; no limit to what can exist, except what can be described).</p>
<p>I also think video game designers could learn a lot from tabletop design, especially not being frightened of making options in the world exist as is most convenient for the player &#8211; we don&#8217;t need a genuinely consistent open world in a game, only a theoretically consistent one. Why not have quests stumble upon players easily when they are looking for them, and rarely when they aren&#8217;t?</p>
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		<title>
		By: Plumberduck		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127380</link>

		<dc:creator><![CDATA[Plumberduck]]></dc:creator>
		<pubDate>Wed, 20 Jan 2010 09:07:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127380</guid>

					<description><![CDATA[One aspect we&#039;ve been ignoring in this discussion: Character. Specifically, your main character.

GTAIV&#039;s gotten some (justified) crap from people for having an over-wrought story, but at the end of the day, I really liked Nico Bellic. And that made playing as him, even if I wasn&#039;t doing stuff that advanced the story, more interesting.

This is admittedly, a nebulous, weird area, since it varies from player to player how much they&#039;re going to empathize and identify with a given character. And it brings up questions about our relationship with the characters in FPS open-world games, like Far Cry 2 and Fallout 3, where we&#039;re supposed to be identifying as &quot;ourselves&quot;. 

It&#039;s not just the matter of the way the character looks. And it&#039;s definitely now about what reactive soundbites they&#039;ll inevitably repeat a hundred times over the course of play (if they&#039;re not just mute). But thinking back, the open-world games where I LIKED my in-game avatar were the ones I gave the most time to.]]></description>
			<content:encoded><![CDATA[<p>One aspect we&#8217;ve been ignoring in this discussion: Character. Specifically, your main character.</p>
<p>GTAIV&#8217;s gotten some (justified) crap from people for having an over-wrought story, but at the end of the day, I really liked Nico Bellic. And that made playing as him, even if I wasn&#8217;t doing stuff that advanced the story, more interesting.</p>
<p>This is admittedly, a nebulous, weird area, since it varies from player to player how much they&#8217;re going to empathize and identify with a given character. And it brings up questions about our relationship with the characters in FPS open-world games, like Far Cry 2 and Fallout 3, where we&#8217;re supposed to be identifying as &#8220;ourselves&#8221;. </p>
<p>It&#8217;s not just the matter of the way the character looks. And it&#8217;s definitely now about what reactive soundbites they&#8217;ll inevitably repeat a hundred times over the course of play (if they&#8217;re not just mute). But thinking back, the open-world games where I LIKED my in-game avatar were the ones I gave the most time to.</p>
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		<title>
		By: Blackout62		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127374</link>

		<dc:creator><![CDATA[Blackout62]]></dc:creator>
		<pubDate>Wed, 20 Jan 2010 03:38:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127374</guid>

					<description><![CDATA[Ahhh, you forgot Infamous&#039;s and it&#039;s incredibly plot related side missions.]]></description>
			<content:encoded><![CDATA[<p>Ahhh, you forgot Infamous&#8217;s and it&#8217;s incredibly plot related side missions.</p>
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		<title>
		By: Tweets that mention Open World Games: What Works And Why, by Tom Francis -- Topsy.com		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127368</link>

		<dc:creator><![CDATA[Tweets that mention Open World Games: What Works And Why, by Tom Francis -- Topsy.com]]></dc:creator>
		<pubDate>Wed, 20 Jan 2010 02:07:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127368</guid>

					<description><![CDATA[[...] This post was mentioned on Twitter by Jonas Wæver, Anthony Douglas. Anthony Douglas said: Interesting article on open world gaming http://tiny.cc/X1ZJ0 [...]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] This post was mentioned on Twitter by Jonas Wæver, Anthony Douglas. Anthony Douglas said: Interesting article on open world gaming <a href="http://tiny.cc/X1ZJ0" rel="nofollow ugc">http://tiny.cc/X1ZJ0</a> [&#8230;]</p>
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		<title>
		By: LaZodiac		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127364</link>

		<dc:creator><![CDATA[LaZodiac]]></dc:creator>
		<pubDate>Wed, 20 Jan 2010 00:50:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127364</guid>

					<description><![CDATA[You know, speaking of GTA, Vice City was pretty good. It allowed you to basicly screw around however you wished, and it did help with the monotone of getting back to the mission giver if you fail by giving you taxis, but only if you fail during it.]]></description>
			<content:encoded><![CDATA[<p>You know, speaking of GTA, Vice City was pretty good. It allowed you to basicly screw around however you wished, and it did help with the monotone of getting back to the mission giver if you fail by giving you taxis, but only if you fail during it.</p>
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		<title>
		By: Jason L		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127360</link>

		<dc:creator><![CDATA[Jason L]]></dc:creator>
		<pubDate>Wed, 20 Jan 2010 00:02:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127360</guid>

					<description><![CDATA[I think there may be a useful distinction to be drawn between open-world games and sandbox environments. Among other things GTA4 becomes a good open-world game &lt;i&gt;inside&lt;/i&gt; a great sandbox program, to the point that many people wound up simply ignoring the OWG and goofing around in the sandbox. Most OWGs don&#039;t, and arguably shouldn&#039;t, have enough sandbox around them to fall back on that.]]></description>
			<content:encoded><![CDATA[<p>I think there may be a useful distinction to be drawn between open-world games and sandbox environments. Among other things GTA4 becomes a good open-world game <i>inside</i> a great sandbox program, to the point that many people wound up simply ignoring the OWG and goofing around in the sandbox. Most OWGs don&#8217;t, and arguably shouldn&#8217;t, have enough sandbox around them to fall back on that.</p>
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		<title>
		By: Dante		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127356</link>

		<dc:creator><![CDATA[Dante]]></dc:creator>
		<pubDate>Tue, 19 Jan 2010 23:08:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127356</guid>

					<description><![CDATA[I think the best indicator of how enjoyable it is to move through the world is thus:

Did the game have fast travel?

If it didn&#039;t, did people complain?

If either of those are true, it probably isn&#039;t that fun. GTA 4 added teleporting cabs because driving across the city wasn&#039;t much fun, which to me smacks of treating the symptoms rather than the disease.

Assassin&#039;s Creed 2 on the other hand, allows you to transport between cities, but if there was an option to teleport me within a city, I wouldn&#039;t take it. Saints Row 2 also doesn&#039;t have fast travel, but I never missed it, why would I when inside an hour I could have a respawnable helicopter to  parachute out of?]]></description>
			<content:encoded><![CDATA[<p>I think the best indicator of how enjoyable it is to move through the world is thus:</p>
<p>Did the game have fast travel?</p>
<p>If it didn&#8217;t, did people complain?</p>
<p>If either of those are true, it probably isn&#8217;t that fun. GTA 4 added teleporting cabs because driving across the city wasn&#8217;t much fun, which to me smacks of treating the symptoms rather than the disease.</p>
<p>Assassin&#8217;s Creed 2 on the other hand, allows you to transport between cities, but if there was an option to teleport me within a city, I wouldn&#8217;t take it. Saints Row 2 also doesn&#8217;t have fast travel, but I never missed it, why would I when inside an hour I could have a respawnable helicopter to  parachute out of?</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127341</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Tue, 19 Jan 2010 13:40:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127341</guid>

					<description><![CDATA[Dante - like your idea about earning safehouses through dedicated side missions.

LaZodiac - definitely, whether moving through the world is fun is a key thing. It&#039;s not really a way of filling the world, but it determines how you should fill the world. I think GTA over-estimates how fun moving around is: having to drive to the mission-giver for every attempt gets arduous. In Just Cause and Assassin&#039;s Creed, though, travelling is the joy of the game and I&#039;ll gladly go any distance for an objective.


Chris - Ha, Borderlands didn&#039;t even cross my mind. I think it&#039;s borderline: if it&#039;s an open world, it uses it so poorly it might as well not be.

Rei - Yeah, using the main story to teach side missions, and informal missions, is definitely smart.

All I really know about APB is Graham&#039;s preview in the mag - I wouldn&#039;t know what kind of stuff would be appropriate without really getting what the game is going for.]]></description>
			<content:encoded><![CDATA[<p>Dante &#8211; like your idea about earning safehouses through dedicated side missions.</p>
<p>LaZodiac &#8211; definitely, whether moving through the world is fun is a key thing. It&#8217;s not really a way of filling the world, but it determines how you should fill the world. I think GTA over-estimates how fun moving around is: having to drive to the mission-giver for every attempt gets arduous. In Just Cause and Assassin&#8217;s Creed, though, travelling is the joy of the game and I&#8217;ll gladly go any distance for an objective.</p>
<p>Chris &#8211; Ha, Borderlands didn&#8217;t even cross my mind. I think it&#8217;s borderline: if it&#8217;s an open world, it uses it so poorly it might as well not be.</p>
<p>Rei &#8211; Yeah, using the main story to teach side missions, and informal missions, is definitely smart.</p>
<p>All I really know about APB is Graham&#8217;s preview in the mag &#8211; I wouldn&#8217;t know what kind of stuff would be appropriate without really getting what the game is going for.</p>
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		<title>
		By: Dante		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127340</link>

		<dc:creator><![CDATA[Dante]]></dc:creator>
		<pubDate>Tue, 19 Jan 2010 13:36:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127340</guid>

					<description><![CDATA[I guess I&#039;m the only one who didn&#039;t like GTA 4 much then, I certainly didn&#039;t like driving between objectives, given how easy it was to inadvertently kill someone and get the cops on your tail.]]></description>
			<content:encoded><![CDATA[<p>I guess I&#8217;m the only one who didn&#8217;t like GTA 4 much then, I certainly didn&#8217;t like driving between objectives, given how easy it was to inadvertently kill someone and get the cops on your tail.</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127339</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Tue, 19 Jan 2010 13:29:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127339</guid>

					<description><![CDATA[Yeah, my only excuse for not mentioning GTA IV was I couldn&#039;t confidently remember all the ways it tried to fill its world. The way it mixed side and main missions was interesting, though: a lot of the time it just doesn&#039;t tell you which is which, so even if you&#039;re only interested in progressing the plot you&#039;ll probably end up doing side-missions inadvertantly.

For me, though, the choice of mission-giver wasn&#039;t an interesting one, because it didn&#039;t really determine the &lt;em&gt;type&lt;/em&gt; of mission. And I hated everyone.

The GTA series has always been great at giving you fun, semi-informal mini missions like vigilante stuff you can do in a cop car. I used to like the Ambulance ones a lot, for some reason. There seem to be less of these in GTA IV, and the friends/lovers system they added instead did nothing for me.

Mostly GTA IV is good because it&#039;s a great world, with awesome physics and a good driving model: all the product of talented coders and artists with time and money. I don&#039;t think it was actually all that clever about how it filled that world and led you through it. The same world in smarter hands could have been truly incredible.]]></description>
			<content:encoded><![CDATA[<p>Yeah, my only excuse for not mentioning GTA IV was I couldn&#8217;t confidently remember all the ways it tried to fill its world. The way it mixed side and main missions was interesting, though: a lot of the time it just doesn&#8217;t tell you which is which, so even if you&#8217;re only interested in progressing the plot you&#8217;ll probably end up doing side-missions inadvertantly.</p>
<p>For me, though, the choice of mission-giver wasn&#8217;t an interesting one, because it didn&#8217;t really determine the <em>type</em> of mission. And I hated everyone.</p>
<p>The GTA series has always been great at giving you fun, semi-informal mini missions like vigilante stuff you can do in a cop car. I used to like the Ambulance ones a lot, for some reason. There seem to be less of these in GTA IV, and the friends/lovers system they added instead did nothing for me.</p>
<p>Mostly GTA IV is good because it&#8217;s a great world, with awesome physics and a good driving model: all the product of talented coders and artists with time and money. I don&#8217;t think it was actually all that clever about how it filled that world and led you through it. The same world in smarter hands could have been truly incredible.</p>
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		<title>
		By: MartinJ		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127334</link>

		<dc:creator><![CDATA[MartinJ]]></dc:creator>
		<pubDate>Tue, 19 Jan 2010 09:29:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127334</guid>

					<description><![CDATA[You haven&#039;t mentioned GTA4 at all although I&#039;d say it belongs. It deserves it&#039;s place if for nothing else then for the way it puts storyline and open world together. It&#039;s probably the only open-world game in which I didn&#039;t mind having to drive/run to the mission - unlike Red Faction, Far Cry or Fallout.

It&#039;s also probably one of the best open-world games when it comes to &quot;pick up and play,&quot; because you don&#039;t have to do the - or any - missions, and just mess around. Kill a bunch of cops and get into a chase or do a few jumps. This was also possible (and fun) in Prototype though not in many of the other games you mentioned.]]></description>
			<content:encoded><![CDATA[<p>You haven&#8217;t mentioned GTA4 at all although I&#8217;d say it belongs. It deserves it&#8217;s place if for nothing else then for the way it puts storyline and open world together. It&#8217;s probably the only open-world game in which I didn&#8217;t mind having to drive/run to the mission &#8211; unlike Red Faction, Far Cry or Fallout.</p>
<p>It&#8217;s also probably one of the best open-world games when it comes to &#8220;pick up and play,&#8221; because you don&#8217;t have to do the &#8211; or any &#8211; missions, and just mess around. Kill a bunch of cops and get into a chase or do a few jumps. This was also possible (and fun) in Prototype though not in many of the other games you mentioned.</p>
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		<title>
		By: Bret		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127327</link>

		<dc:creator><![CDATA[Bret]]></dc:creator>
		<pubDate>Tue, 19 Jan 2010 05:21:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127327</guid>

					<description><![CDATA[That would make Deus Ex a sandbox, and for all its virtues, well, it ain&#039;t a sandbox game. 

Which is interesting, really. I mean, there&#039;s more approaches to problems than in most games, but it&#039;s got a linear forward push that denies a sandbox structure entirely. No messing around with UNATCO after you meet Savage (Unatco).]]></description>
			<content:encoded><![CDATA[<p>That would make Deus Ex a sandbox, and for all its virtues, well, it ain&#8217;t a sandbox game. </p>
<p>Which is interesting, really. I mean, there&#8217;s more approaches to problems than in most games, but it&#8217;s got a linear forward push that denies a sandbox structure entirely. No messing around with UNATCO after you meet Savage (Unatco).</p>
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		<title>
		By: harl		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127322</link>

		<dc:creator><![CDATA[harl]]></dc:creator>
		<pubDate>Tue, 19 Jan 2010 01:10:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127322</guid>

					<description><![CDATA[What about Vampire - The Masquerade: Bloodlines?

You do side quests, collect stuff, and depending on the choices you make can end up with different endings.]]></description>
			<content:encoded><![CDATA[<p>What about Vampire &#8211; The Masquerade: Bloodlines?</p>
<p>You do side quests, collect stuff, and depending on the choices you make can end up with different endings.</p>
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		<title>
		By: Jason L		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127317</link>

		<dc:creator><![CDATA[Jason L]]></dc:creator>
		<pubDate>Mon, 18 Jan 2010 23:35:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127317</guid>

					<description><![CDATA[APB = &#039;All-Points Bulletin&#039;, a kind of police alert at least in the USA. Supercops vs. superrobbers weirdo-action-MMO/very large persistent  multiplayer action game, from Realtime Worlds - the Crackdown people.

Some mentions were made of &#039;having an effect on the world&#039;. I do want to say that one thing I like less and less the more I get exposed to it is the Peter Molyneux model. Even if it weren&#039;t always tweely good/evil, I think that kind of reactive world-shaping should probably be treated at this point as a failed experiment unless the actual point of the game is solipsism/psychosis/pathetic fallacy. Certainly actors within the world should react - see also the Invincibles discussion about neighbourhoods and the leagues ladder - but let&#039;s not, say, play with the weather or the lighting model or the world geometry.]]></description>
			<content:encoded><![CDATA[<p>APB = &#8216;All-Points Bulletin&#8217;, a kind of police alert at least in the USA. Supercops vs. superrobbers weirdo-action-MMO/very large persistent  multiplayer action game, from Realtime Worlds &#8211; the Crackdown people.</p>
<p>Some mentions were made of &#8216;having an effect on the world&#8217;. I do want to say that one thing I like less and less the more I get exposed to it is the Peter Molyneux model. Even if it weren&#8217;t always tweely good/evil, I think that kind of reactive world-shaping should probably be treated at this point as a failed experiment unless the actual point of the game is solipsism/psychosis/pathetic fallacy. Certainly actors within the world should react &#8211; see also the Invincibles discussion about neighbourhoods and the leagues ladder &#8211; but let&#8217;s not, say, play with the weather or the lighting model or the world geometry.</p>
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		<title>
		By: Verde Flash		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127314</link>

		<dc:creator><![CDATA[Verde Flash]]></dc:creator>
		<pubDate>Mon, 18 Jan 2010 23:03:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127314</guid>

					<description><![CDATA[STUPID QUESTION OF THE DAY:

What&#039;s APB? I probably will smack my self once it&#039;s revealed.]]></description>
			<content:encoded><![CDATA[<p>STUPID QUESTION OF THE DAY:</p>
<p>What&#8217;s APB? I probably will smack my self once it&#8217;s revealed.</p>
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		<title>
		By: What Do Open World Games Do Best? &#124; Kotaku Australia		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127312</link>

		<dc:creator><![CDATA[What Do Open World Games Do Best? &#124; Kotaku Australia]]></dc:creator>
		<pubDate>Mon, 18 Jan 2010 22:02:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127312</guid>

					<description><![CDATA[[...] a post titled &#8220;Open World Games: What Works and Why&#8221; on his personal blog, Tom Francis of PC [...]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] a post titled &#8220;Open World Games: What Works and Why&#8221; on his personal blog, Tom Francis of PC [&#8230;]</p>
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		<title>
		By: Rei Onryou		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127310</link>

		<dc:creator><![CDATA[Rei Onryou]]></dc:creator>
		<pubDate>Mon, 18 Jan 2010 19:54:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127310</guid>

					<description><![CDATA[I forgot to ask earlier, but I&#039;d like to hear Tom&#039;s thoughts on how these open world elements could be applied in APB. Lord knows we all want that game to work, and some side activities like collectibles or crazy stunts or whatnot could be a wonderful addition.]]></description>
			<content:encoded><![CDATA[<p>I forgot to ask earlier, but I&#8217;d like to hear Tom&#8217;s thoughts on how these open world elements could be applied in APB. Lord knows we all want that game to work, and some side activities like collectibles or crazy stunts or whatnot could be a wonderful addition.</p>
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		<title>
		By: Rei Onryou		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127307</link>

		<dc:creator><![CDATA[Rei Onryou]]></dc:creator>
		<pubDate>Mon, 18 Jan 2010 19:43:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127307</guid>

					<description><![CDATA[Another brilliant collectible game was Burnout Paradise. Smashing gates rewarded you with learning new and fun shortcuts. Like through a shopping mall or over big ramps. And the billboards were great fun, falling into the &quot;I can clearly see where it is, now how do I get to it?&quot; category. John Walker summed it up well on RPS.

I think open world games can encourage more exploration gameplay if there are simple, early main missions that get you to do those sorts of tasks. The only example I can think of right now is Freelancer. In an Elite style game, you can easily confused or lost due to the sheer number of options. There&#039;s so much choice that you don&#039;t really know what you can/can&#039;t do. But a lot of Freelancer&#039;s early missions are &quot;fly with wingmates and kill people&quot;, &quot;escort this cargo&quot;, &quot;deliver these goods to that space station&quot;. When the game finally says &quot;earn a lot of money&quot;, it&#039;s already shown you a multitude of ways to do it for yourself, either through exploring or picking up jobs on a bounty board.

RE: Crackdown&#039;s loose structure
The main &quot;plot&quot; definitely did leave a lot to be desired. It felt so trivial and unbound that I didn&#039;t feel a great deal of necessity to complete it. Furthermore, killing a gang boss meant that his island was now a safe area. There was almost no reason to go back. No more baddies to kill or take on. The further you progressed in the story, the less play area there seemed to be.]]></description>
			<content:encoded><![CDATA[<p>Another brilliant collectible game was Burnout Paradise. Smashing gates rewarded you with learning new and fun shortcuts. Like through a shopping mall or over big ramps. And the billboards were great fun, falling into the &#8220;I can clearly see where it is, now how do I get to it?&#8221; category. John Walker summed it up well on RPS.</p>
<p>I think open world games can encourage more exploration gameplay if there are simple, early main missions that get you to do those sorts of tasks. The only example I can think of right now is Freelancer. In an Elite style game, you can easily confused or lost due to the sheer number of options. There&#8217;s so much choice that you don&#8217;t really know what you can/can&#8217;t do. But a lot of Freelancer&#8217;s early missions are &#8220;fly with wingmates and kill people&#8221;, &#8220;escort this cargo&#8221;, &#8220;deliver these goods to that space station&#8221;. When the game finally says &#8220;earn a lot of money&#8221;, it&#8217;s already shown you a multitude of ways to do it for yourself, either through exploring or picking up jobs on a bounty board.</p>
<p>RE: Crackdown&#8217;s loose structure<br />
The main &#8220;plot&#8221; definitely did leave a lot to be desired. It felt so trivial and unbound that I didn&#8217;t feel a great deal of necessity to complete it. Furthermore, killing a gang boss meant that his island was now a safe area. There was almost no reason to go back. No more baddies to kill or take on. The further you progressed in the story, the less play area there seemed to be.</p>
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		<title>
		By: Jazmeister		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127306</link>

		<dc:creator><![CDATA[Jazmeister]]></dc:creator>
		<pubDate>Mon, 18 Jan 2010 19:15:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127306</guid>

					<description><![CDATA[Borderlands wasn&#039;t open at all - it just let you walk back through all the used up levels and had you do some back tracking through similar areas. The quest areas are long corridors with danglies at the end - you grab the danglies and come back, then head out down another corridor.

I liked it a lot, but it was linear.]]></description>
			<content:encoded><![CDATA[<p>Borderlands wasn&#8217;t open at all &#8211; it just let you walk back through all the used up levels and had you do some back tracking through similar areas. The quest areas are long corridors with danglies at the end &#8211; you grab the danglies and come back, then head out down another corridor.</p>
<p>I liked it a lot, but it was linear.</p>
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		<title>
		By: Alex		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127302</link>

		<dc:creator><![CDATA[Alex]]></dc:creator>
		<pubDate>Mon, 18 Jan 2010 18:09:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127302</guid>

					<description><![CDATA[I agree with Chris. I love Borderlands but the game didn&#039;t really say &quot;explore me&quot;. The only reason I explored was to find a weapon that was better then the one I have. Even that was hardly done because during missions because your either rewarded  at the end or find it off some guy&#039;s body. At least it had safe &#039;zones&#039; where you can heal up. I really never had to buy ammo because I usually found enough off body&#039;s. The only time I actually bought ammo is when I finished killing the boss at Sledge&#039;s safehouse and killing the last guy when I was on the second playthrough.]]></description>
			<content:encoded><![CDATA[<p>I agree with Chris. I love Borderlands but the game didn&#8217;t really say &#8220;explore me&#8221;. The only reason I explored was to find a weapon that was better then the one I have. Even that was hardly done because during missions because your either rewarded  at the end or find it off some guy&#8217;s body. At least it had safe &#8216;zones&#8217; where you can heal up. I really never had to buy ammo because I usually found enough off body&#8217;s. The only time I actually bought ammo is when I finished killing the boss at Sledge&#8217;s safehouse and killing the last guy when I was on the second playthrough.</p>
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		<title>
		By: Chris		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127298</link>

		<dc:creator><![CDATA[Chris]]></dc:creator>
		<pubDate>Mon, 18 Jan 2010 16:11:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127298</guid>

					<description><![CDATA[Borderlands should maybe be mentioned.  I guess it&#039;s open-world, though you really wouldn&#039;t know it because there&#039;s no reason I can see to ever go anywhere or do anything unless it&#039;s quest-related. It might as well be entirely linear for the amount of exploration I&#039;ve done -- maybe others have a different opinion?]]></description>
			<content:encoded><![CDATA[<p>Borderlands should maybe be mentioned.  I guess it&#8217;s open-world, though you really wouldn&#8217;t know it because there&#8217;s no reason I can see to ever go anywhere or do anything unless it&#8217;s quest-related. It might as well be entirely linear for the amount of exploration I&#8217;ve done &#8212; maybe others have a different opinion?</p>
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		<title>
		By: Open World Games: What Works And Why, by Tom Francis &#124; Mini Web Games - Free Online Games&#124;Play Free Online Games		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127296</link>

		<dc:creator><![CDATA[Open World Games: What Works And Why, by Tom Francis &#124; Mini Web Games - Free Online Games&#124;Play Free Online Games]]></dc:creator>
		<pubDate>Mon, 18 Jan 2010 16:07:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127296</guid>

					<description><![CDATA[[...] Read this article: Open World Games: What Works And Why, by Tom Francis [...]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] Read this article: Open World Games: What Works And Why, by Tom Francis [&#8230;]</p>
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		<title>
		By: LaZodiac		</title>
		<link>https://www.pentadact.com/2010-01-17-open-world-games-what-works-and-why/#comment-127290</link>

		<dc:creator><![CDATA[LaZodiac]]></dc:creator>
		<pubDate>Mon, 18 Jan 2010 13:38:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1206#comment-127290</guid>

					<description><![CDATA[Something kinda important would be &quot;is it fun to go through the city&quot;

In regards to Prototype and AC2, yes. For Fallout 3? Not so much. Maybe a little if you enjoy finding random stuff, or get alot of random encounters, but otherwise its just &quot;walk in a vaguely strait line&quot;]]></description>
			<content:encoded><![CDATA[<p>Something kinda important would be &#8220;is it fun to go through the city&#8221;</p>
<p>In regards to Prototype and AC2, yes. For Fallout 3? Not so much. Maybe a little if you enjoy finding random stuff, or get alot of random encounters, but otherwise its just &#8220;walk in a vaguely strait line&#8221;</p>
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