This is Episode 3 of a continuing series about enterprise gamification, exploring aspects of game design that have relevance in improving the utility and effectiveness of engineering software and processes. If you haven’t already, go check out Episode 1: Press Start, which introduces the concept of gamification from this perspective. Episode 2: Achievement Unlocked tackles achievements/badging.
The mere utterance of the term “open world” resonates powerfully in gaming circles; it’s often a critical focus of contemporary game design. Open world play is seemingly now a requirement for all but the most esoteric AAA titles, and an important source of differentiation among indie challengers. But what, exactly, does open world design entail? Open world is a departure from the highly linear progression of traditional gameplay. Classical gameplay depends on a defined progression of levels, usually presented in a specific order of increasing challenge, or a highly scripted series of environments designed to carry a movie-like focused narrative. Open world is exactly the opposite philosophy, striving to provide as few barriers as possible into an experience primarily driven on the player’s whim. What’s the appeal? Open world caters to a specific human trait: the desire to explore and experiment. Curiosity isn’t just for cats, or the likes of Magellan.