In video games, an open world is a game mechanic of using a virtual world that the player can explore and approach objectives freely, as opposed to a world with more linear and structured gameplay.[1][2] While games have used open-world designs since the 1980s, the implementation in Grand Theft Auto III (2001) set a standard that has been used since.[3]
-Cyberpunk is a linear and structured gameplay.(1)
-Once you finished the linear and structured gameplay, you lost access to the open world with your character.(2)
-In certain questing, first ones, and last ones, you are restricted to the open world, that means, you can not explore and approach freely.
(1) The linear and structured gameplay of cyberpunk allows you to choose bewteen different approaches of the story, meanwhile you are doing the questing.
(2) You can keep playing if you go back and load from autosave/manualsave/point of no return in game.
Games with open or free-roaming worlds typically lack level structures like walls and locked doors, or the invisible walls in more open areas that prevent the player from venturing beyond them; only at the bounds of an open-world game will players be limited by geographic features like vast oceans or impassible mountains. Players typically do not encounter loading screens common in linear level designs when moving about the game world, with the open-world game using strategic storage and memory techniques to load the game world in a dynamic and seamless manner. Open-world games still enforce many restrictions in the game environment, either because of absolute technical limitations or in-game limitations imposed by a game's linearity.[4]
- Cyberpunk doesnt allow you to go beyond the limited geographic structures, and teleports you back.
While the openness of the game world is an important facet to games featuring open worlds, the main draw of open-world games is about providing the player with autonomy - not so much the freedom to do anything they want in the game (which is nearly impossible with current computing technology), but the ability to choose how to approach the game and its challenges in the order and manner as the player desires while still constrained by gameplay rules.[5] Examples of high level of autonomy in computer games can be found in massively multiplayer online role-playing games (MMORPG) or in single-player games adhering to the open-world concept such as the Fallout series. The main appeal of open-world gameplay is that they provide a simulated reality and allow players to develop their character and its behaviour in the direction and the pace of their own choosing. In these cases, there is often no concrete goal or end to the game, although there may be the main storyline, such as with games like The Elder Scrolls V: Skyrim.
-or in single-player games adhering to the open-world concept [...] In these cases, there is often no concrete goal or end to the game, although there may be the main storyline
As before, once you finish the goal, that is finish the main quest, you cant keep playing.
An open world is a level or game designed as nonlinear, open areas with many ways to reach an objective.[6] Some games are designed with both traditional and open-world levels.[7] An open world facilitates greater exploration than a series of smaller levels,[4] or a level with more linear challenges.[8] Reviewers have judged the quality of an open world based on whether there are interesting ways for the player to interact with the broader level when they ignore their main objective.[8] Some games actually use real settings to model an open world, such as New York City.[9]
Reviewers have judged the quality of an open world based on whether there are interesting ways for the player to interact with the broader level when they ignore their main objective.
A major design challenge is to balance the freedom of an open world with the structure of a dramatic storyline.[10] Since players may perform actions that the game designer did not expect,[11] the game's writers must find creative ways to impose a storyline on the player without interfering with their freedom.[12] As such, games with open worlds will sometimes break the game's story into a series of missions, or have a much simpler storyline altogether.[13] Other games instead offer side-missions to the player that do not disrupt the main storyline. Most open-world games make the character a blank slate that players can project their own thoughts onto, although several games such as Landstalker: The Treasures of King Nole offer more character development and dialogue.[4] Writing in 2005, David Braben described the narrative structure of current video games as "little different to the stories of those Harold Lloyd films of the 1920s", and considered genuinely open-ended stories to be the "Holy Grail we are looking for in fifth generation gaming".[14] Gameplay designer Manveer Heir, who worked on Mass Effect 3 and Mass Effect Andromeda for Electronic Arts, said that there are difficulties in the design of an open-world game since it is difficult to predict how players will approach solving gameplay challenges offered by a design, in contrast to a linear progression, and needs to be a factor in the game's development from its onset. Heir opined that some of the critical failings of Andromeda were due to the open world being added late in development.[15]
A major design challenge is to balance the freedom of an open world with the structure of a dramatic storyline [...] the game's writers must find creative ways to impose a storyline on the player without interfering with their freedom.
Some open-world games, to guide the player towards major story events, do not provide the world's entire map at the start of the game, but require the player to complete a task to obtain part of that map, often identifying missions and points of interest when they view the map. This has been derogatorily referred to as "Ubisoft towers", as this mechanic was promoted in Ubisoft's Assassin's Creed series (the player climbing a large tower as to observe the landscape around it and identify waypoints nearby) and reused in other Ubisoft games, including Far Cry, Might & Magic X: Legacy and Watch Dogs. Other games that use this approach include Middle-Earth: Shadow of Mordor and The Legend of Zelda: Breath of the Wild.[16][17][18][19]
Ok here is the discussion point, the line that separates open world from single player adventure with some ingredients of open world games. In this way, CP is not mainly an open world game, but we can consider, it has some aspects of what a real open world game is, but yet, doesnt accomplish the requirements to being a full based open world game, as GTA.
Games with open worlds typically give players infinite lives or continues, although some force the player to start from the beginning should they die too many times.[4] There is also a risk that players may get lost as they explore an open world; thus designers sometimes try to break the open world into manageable sections.[20] The scope of open-world games requires the developer to fully detail every possible section of the world the player may be able to access, unless methods like procedural generation are used. The design process, due to its scale, may leave numerous game world glitches, bugs, incomplete sections, or other irregularities that players may find and potentially take advantage of.[21] The term "open world jank" has been used to apply to games where the incorporation of the open world gameplay elements may be poor, incomplete, or unnecessary to the game itself such that these glitches and bugs become more apparent, though are generally not game-breaking, such as the case for No Man's Sky near its launch.[21]
Open world, sandbox games, and emergent gameplay[edit]
The mechanics of open-world games are often overlapped with ideas of sandbox games, but these are considered different terms. Whereas open world refers to the lack of limits for the player's exploration of the game's world, sandbox games are based on the ability of giving the player tools for creative freedom within the game to approach objectives, if such objectives are present. For example, Microsoft Flight Simulator is an open-world game as one can fly anywhere within the mapped world, but is not considered a sandbox game as there is little creative aspects brought into the game.[22]
Whereas open world refers to the lack of limits for the player's exploration of the game's world, sandbox games are based on the ability of giving the player tools for creative freedom within the game to approach objectives.
You do have limits in Cyberpunk, you cant go beyond the map, and once you finish the game, you cant keep playing it.
2020, new game, will be the next gen of open world, and then we have this thing, that doesnt acomplish the first and most basic rule of an open world, once you finish the storyline you cant keep playing, the only way of keep playing the game, is load a checkpoint back in the past.
Forget about the bugs if you want, and you dont like that approach.
Forget about NPCs if you want to call anything that you can interact a "sandbox", if you want to close all terms in a box, then lets be fair in both sides of the logical conclusion, if you cant keep playing the game once you finish it, then this is not an open world, loading a checkpoint is not keep playing it, because you lost loot, and skill points, or whatever progress you make on the endings.
Cyberpunk is not an open world by definition, is not sandbox, is a single player adventure game.
Are the open world a mistake? thats subjective, but by definition, cyberpunk is not openworld.
-Cyberpunk is a linear and structured gameplay.(1)
-Once you finished the linear and structured gameplay, you lost access to the open world with your character.(2)
-In certain questing, first ones, and last ones, you are restricted to the open world, that means, you can not explore and approach freely.
(1) The linear and structured gameplay of cyberpunk allows you to choose bewteen different approaches of the story, meanwhile you are doing the questing.
(2) You can keep playing if you go back and load from autosave/manualsave/point of no return in game.
Games with open or free-roaming worlds typically lack level structures like walls and locked doors, or the invisible walls in more open areas that prevent the player from venturing beyond them; only at the bounds of an open-world game will players be limited by geographic features like vast oceans or impassible mountains. Players typically do not encounter loading screens common in linear level designs when moving about the game world, with the open-world game using strategic storage and memory techniques to load the game world in a dynamic and seamless manner. Open-world games still enforce many restrictions in the game environment, either because of absolute technical limitations or in-game limitations imposed by a game's linearity.[4]
- Cyberpunk doesnt allow you to go beyond the limited geographic structures, and teleports you back.
While the openness of the game world is an important facet to games featuring open worlds, the main draw of open-world games is about providing the player with autonomy - not so much the freedom to do anything they want in the game (which is nearly impossible with current computing technology), but the ability to choose how to approach the game and its challenges in the order and manner as the player desires while still constrained by gameplay rules.[5] Examples of high level of autonomy in computer games can be found in massively multiplayer online role-playing games (MMORPG) or in single-player games adhering to the open-world concept such as the Fallout series. The main appeal of open-world gameplay is that they provide a simulated reality and allow players to develop their character and its behaviour in the direction and the pace of their own choosing. In these cases, there is often no concrete goal or end to the game, although there may be the main storyline, such as with games like The Elder Scrolls V: Skyrim.
-or in single-player games adhering to the open-world concept [...] In these cases, there is often no concrete goal or end to the game, although there may be the main storyline
As before, once you finish the goal, that is finish the main quest, you cant keep playing.
An open world is a level or game designed as nonlinear, open areas with many ways to reach an objective.[6] Some games are designed with both traditional and open-world levels.[7] An open world facilitates greater exploration than a series of smaller levels,[4] or a level with more linear challenges.[8] Reviewers have judged the quality of an open world based on whether there are interesting ways for the player to interact with the broader level when they ignore their main objective.[8] Some games actually use real settings to model an open world, such as New York City.[9]
Reviewers have judged the quality of an open world based on whether there are interesting ways for the player to interact with the broader level when they ignore their main objective.
A major design challenge is to balance the freedom of an open world with the structure of a dramatic storyline.[10] Since players may perform actions that the game designer did not expect,[11] the game's writers must find creative ways to impose a storyline on the player without interfering with their freedom.[12] As such, games with open worlds will sometimes break the game's story into a series of missions, or have a much simpler storyline altogether.[13] Other games instead offer side-missions to the player that do not disrupt the main storyline. Most open-world games make the character a blank slate that players can project their own thoughts onto, although several games such as Landstalker: The Treasures of King Nole offer more character development and dialogue.[4] Writing in 2005, David Braben described the narrative structure of current video games as "little different to the stories of those Harold Lloyd films of the 1920s", and considered genuinely open-ended stories to be the "Holy Grail we are looking for in fifth generation gaming".[14] Gameplay designer Manveer Heir, who worked on Mass Effect 3 and Mass Effect Andromeda for Electronic Arts, said that there are difficulties in the design of an open-world game since it is difficult to predict how players will approach solving gameplay challenges offered by a design, in contrast to a linear progression, and needs to be a factor in the game's development from its onset. Heir opined that some of the critical failings of Andromeda were due to the open world being added late in development.[15]
A major design challenge is to balance the freedom of an open world with the structure of a dramatic storyline [...] the game's writers must find creative ways to impose a storyline on the player without interfering with their freedom.
Some open-world games, to guide the player towards major story events, do not provide the world's entire map at the start of the game, but require the player to complete a task to obtain part of that map, often identifying missions and points of interest when they view the map. This has been derogatorily referred to as "Ubisoft towers", as this mechanic was promoted in Ubisoft's Assassin's Creed series (the player climbing a large tower as to observe the landscape around it and identify waypoints nearby) and reused in other Ubisoft games, including Far Cry, Might & Magic X: Legacy and Watch Dogs. Other games that use this approach include Middle-Earth: Shadow of Mordor and The Legend of Zelda: Breath of the Wild.[16][17][18][19]
Ok here is the discussion point, the line that separates open world from single player adventure with some ingredients of open world games. In this way, CP is not mainly an open world game, but we can consider, it has some aspects of what a real open world game is, but yet, doesnt accomplish the requirements to being a full based open world game, as GTA.
Games with open worlds typically give players infinite lives or continues, although some force the player to start from the beginning should they die too many times.[4] There is also a risk that players may get lost as they explore an open world; thus designers sometimes try to break the open world into manageable sections.[20] The scope of open-world games requires the developer to fully detail every possible section of the world the player may be able to access, unless methods like procedural generation are used. The design process, due to its scale, may leave numerous game world glitches, bugs, incomplete sections, or other irregularities that players may find and potentially take advantage of.[21] The term "open world jank" has been used to apply to games where the incorporation of the open world gameplay elements may be poor, incomplete, or unnecessary to the game itself such that these glitches and bugs become more apparent, though are generally not game-breaking, such as the case for No Man's Sky near its launch.[21]
Open world, sandbox games, and emergent gameplay[edit]
The mechanics of open-world games are often overlapped with ideas of sandbox games, but these are considered different terms. Whereas open world refers to the lack of limits for the player's exploration of the game's world, sandbox games are based on the ability of giving the player tools for creative freedom within the game to approach objectives, if such objectives are present. For example, Microsoft Flight Simulator is an open-world game as one can fly anywhere within the mapped world, but is not considered a sandbox game as there is little creative aspects brought into the game.[22]
Whereas open world refers to the lack of limits for the player's exploration of the game's world, sandbox games are based on the ability of giving the player tools for creative freedom within the game to approach objectives.
You do have limits in Cyberpunk, you cant go beyond the map, and once you finish the game, you cant keep playing it.
2020, new game, will be the next gen of open world, and then we have this thing, that doesnt acomplish the first and most basic rule of an open world, once you finish the storyline you cant keep playing, the only way of keep playing the game, is load a checkpoint back in the past.
Forget about the bugs if you want, and you dont like that approach.
Forget about NPCs if you want to call anything that you can interact a "sandbox", if you want to close all terms in a box, then lets be fair in both sides of the logical conclusion, if you cant keep playing the game once you finish it, then this is not an open world, loading a checkpoint is not keep playing it, because you lost loot, and skill points, or whatever progress you make on the endings.
Cyberpunk is not an open world by definition, is not sandbox, is a single player adventure game.
Are the open world a mistake? thats subjective, but by definition, cyberpunk is not openworld.