The Paradox of Open World Game Design

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Published on ● Video Link: https://www.youtube.com/watch?v=7Rmqx6mHz-g



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Open world game design is often critiqued for being too controlling, constrained, guided. We do see a shift from this philosophy towards more self directed experiences, whether Breath of the Wild or Elden Ring. However, what if this duality between freedom and control speaks to something deeper , an ideology of networked control that transcends the game itself.

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Sources

- Open World Empire: Race, Erotics, and the Global Rise of Video Games , Christopher B Patterson

- The Freedom Fallacy , GDC Scott Rigby , https://www.youtube.com/watch?v=3vct13OhIio&t=41s

- Meaningful Choice in Game Level Design , Matthias Worch GDC https://www.youtube.com/watch?v=BEF4GVNzkUw&t=23s

- Fallout GDC Postmortem , Timothy Cain https://www.youtube.com/watch?v=T2OxO-4YLRk

-Games of Empire: Global Capitalism and Video Games , Greig de Peuter and Nick Dyer-Witheford

- The Military-Entertainment Complex , Tim Lenoir , Luke Caldwell

- Mafia 3 GDC talk , William Harms https://www.youtube.com/watch?v=_cyvUarTMnA

- On Video Games , Soraya Murray

Additional footage
MGS5 Konami https://www.youtube.com/watch?v=gtgNUFSoHv8







Tags:
open world game design
elden ring
breath of the wild
game analysis



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