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Chapter 190: Making an Open-World Mini Game to Practice!_2

Within the constraints that were hard to balance, there were still masterpieces of linear games.

However, the room for development was too limited, which was not conducive to digging up more new content for the entire gaming industry.

Then, some game designers realized something.

If linear games were too directive, making it difficult for designers to choose what content to include or exclude,

could we simply break out of this framework?

Could we let players disregard those damned main quests,

and directly experience the content of the game itself?

Let the players take control of the game, let them define what content they want to play.

Instead of whatever content the designer could let them play.

At this point, the initial concept of the open world was born.

An open world doesn't just mean a large map where players can run around anywhere and be considered open world.

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