Open world
Soft-guiding
Without guidance, players can easily fall into repeating the same actions for long periods, and repetition can make the experience feel dull.
- Limit visible interest points
- Visual occlusion — mountains
- Vertical layering design
- Restrict entry/exit points
- Reveals several small POIs after reaching a strong POI
- Predict player movement
E.g. Breath of the Wild: approach village → activate shrine→ ...
Checklist Open World
If the core gameplay is strong enough, a checklist-driven open world becomes an efficient format that allows players to explore the gameplay in their own pacing.
E.g. Racing games, Rise of the Rōnin — the checklist structure works when combat itself is the reward
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