Forums » General Pantheon Discussion

How do you define "open world"?

    • 18 posts
    July 31, 2019 6:27 PM PDT
    This is really reply that belongs on another thread is a different form but when you say sandbox I think of games like Minecraft, Landmark, and ARK. Games where there isn't much of a goal on a world that is yours to shape, mold, and build in, like a sandbox.

    Too many vague phrases are used to describe games to generate hype akin to the corporate buzz words I roll my eyes to during conference calls with upper management.
    • 1095 posts
    • 1484 posts
    July 31, 2019 10:41 PM PDT

    Aich said:

    Discussed Here.

    http://www.pantheonmmo.com/content/forums/topic/10133/instance-vs-open-world

     

    Because it uses the word "open world" doesn't mean it's the very same topic. Here the OP is asking "what we define as open world", not if we prefer instances over open world.

    • 62 posts
    August 1, 2019 12:12 AM PDT
    I played star wars galaxies and vanguard, BDO, ArcheAge. Those were for me open world games.

    - no loading screen between "zones".

    One could debate this on what a zone is. SWG did have loading screen between planets. VG had loading screen between land masses. I count that as open world.
    I can't really recall how many loading screen I saw in Bdo or Aa, but they were few.

    Games like ESO and AoC really had much loading screens between each zone and all dungeons.

    -no loading to enter dungeon/player housin

    True open world for me has no loading to enter a cave or dungeon or house. A raiding dungeon can have it. But dungeons that make up the world shouldn't. VG, SWG, BDO, AA did a great job there.
    ESO and AoC had loading screens for everything.
    • 228 posts
    August 1, 2019 4:24 AM PDT

    When I have heard or read Brad use the term "open world" I have always understood it as "no instanced zones". This I based on the context in which it was discussed.

    • 116 posts
    August 1, 2019 6:05 AM PDT

    Free from the RailMonster (as Brad has termed it).  No singular path to achievement. 

    Instancing can be useful, and needed at times, to contain human behavior that interferes with game function and promote the healthy and intended goals of the game.

    • 1021 posts
    August 1, 2019 7:44 AM PDT

    Instances are not.  Zones are.  I just don't think technology is there yet to have a 10,000sq kilometer world that is totally seemless yet.  So Zones are needed, but having zones doens't mean it's not an open world.

    • 74 posts
    August 1, 2019 7:46 AM PDT

    for me an open world has 2 main characteristics

    1 there is only 1 world for everyone and everyone is affected by what others do or happens in the world
    examples
    if 200 people go to an area and you go there you see those 200 people no channels or fragments of 50 people are created

    if you have the mission of getting the fang to the raging wild boar and someone killed him you will have to wait for the time of reappearance if the one who killed him does not loot it you could loot it and get the fang

    if someone activates an event on a mission line or something that 100 orcs attack a city and you are there you will see the event and you can participate if you wish if the orcs beat and kill the city guards and the npcs and you pass over there later you will not see npcs for the planned time although you have not participated in the event

    conclusion there is only one world and everything that happens affects you whether or not you are involved

    2 there are no invisible rules and walls that prevent you from doing the things that are allowed to be done in the game

    examples
    if you can see it you can go there to certain logical points if you see a tower of the magician in the distance you would have to go to the tower and enter it but you would also see the roof of the tower and if there is no access to it you could not get on the roof

    there are no boss blocks in the plan I kill a dragon and it reappears after 30 minutes but I can't interact with it until the block is removed after 7 days but the rest of the world can interact with it

    that I go to the dwarf zone and don't give me missions because I didn't do the elf zone missions before
    I do not talk about the mission lines but mission nuclei that are not activated if you did not do the previous one when the missions do not have any relationship between them that force you to follow an invisible path


    although I think the question of the op is very complex for example I would say that the world of EQ1 was an open world but from the northern karanas to the southern karanas divided by a river and that river had an invisible wall
    you could only go from one area to the other by the bridge or by the river just below the bridge
    also if you fell off a ship crossing the continents you could not change the swimming area you could swim freely until you reach an invisible wall

    these examples would give rise to affirm that the world of EQ1 was not an open world from my prestective and yet I affirm that if it is an open world

     

    pd: when I refer to EQ it is vanilla and the first expansions

    • 2419 posts
    August 1, 2019 7:50 AM PDT

    We've had 2 pages of replies from players.  I'd like to hear what various VR developers thinks defines 'open world'.  Becuase what we might thinks it means may not be what VR thinks it is.

    • 48 posts
    August 2, 2019 2:30 AM PDT

    An Open World is a world that you can explore to the fullest. Every nook and every cranny. The tallest mountain to the deepest ocean (or lake/river). You aren't hindered by invisible walls preventing you from reaching certain places. You see something and it should be reachable.
    It has _nothing_ to do with instanced, zoning or anything else for that matter. Those does not limit or define what an Open World is. If you have to zone to reach a mountain peak you saw, but still you can reach it - it is still an Open World.
    - This is what I think Pantheon will feature. A world fully explorable by the players.


    A Sandbox World is a World you create or participate in creating - typically they do no have a linear progression (no hand holding - you choose your path of discovery.)
    - Pantheon will never be a Sandbox. You cannot tame the rivers and change their directions, you won't be able to deforest areas, ore veins won't run out of materials (they will simply despawn for a time). You won't make lasting impacts on the terrain - at best we will be able to build up and maintain Outposts.
    When you think Sandbox - always think MineCraft. That is the epitomy of a true Sandbox game.

    Elki said:

    for me an open world has 2 main characteristics

    1 there is only 1 world for everyone and everyone is affected by what others do or happens in the world
    examples
    if 200 people go to an area and you go there you see those 200 people no channels or fragments of 50 people are created

    if you have the mission of getting the fang to the raging wild boar and someone killed him you will have to wait for the time of reappearance if the one who killed him does not loot it you could loot it and get the fang

    if someone activates an event on a mission line or something that 100 orcs attack a city and you are there you will see the event and you can participate if you wish if the orcs beat and kill the city guards and the npcs and you pass over there later you will not see npcs for the planned time although you have not participated in the event

    conclusion there is only one world and everything that happens affects you whether or not you are involved

    2 there are no invisible rules and walls that prevent you from doing the things that are allowed to be done in the game

    examples
    if you can see it you can go there to certain logical points if you see a tower of the magician in the distance you would have to go to the tower and enter it but you would also see the roof of the tower and if there is no access to it you could not get on the roof

    there are no boss blocks in the plan I kill a dragon and it reappears after 30 minutes but I can't interact with it until the block is removed after 7 days but the rest of the world can interact with it

    that I go to the dwarf zone and don't give me missions because I didn't do the elf zone missions before
    I do not talk about the mission lines but mission nuclei that are not activated if you did not do the previous one when the missions do not have any relationship between them that force you to follow an invisible path


    although I think the question of the op is very complex for example I would say that the world of EQ1 was an open world but from the northern karanas to the southern karanas divided by a river and that river had an invisible wall
    you could only go from one area to the other by the bridge or by the river just below the bridge
    also if you fell off a ship crossing the continents you could not change the swimming area you could swim freely until you reach an invisible wall

    these examples would give rise to affirm that the world of EQ1 was not an open world from my prestective and yet I affirm that if it is an open world

     

    pd: when I refer to EQ it is vanilla and the first expansions



    Dynamic events are not part of an Open World intrisically. It is however part of a Dynamic World (Guild Wars 2 brought this concept to us). An event takes place and anyone near/everyone can participate in said event. The effects last for a given while and then reverts back to normal. Now, I'm not saying that won't be part of Pantheon, it's just not what an Open World actually is.

    Following invisible paths is part of Theme Parks. Pantheon is most definitely going to be a Theme Park, but to a much lesser extend than say World of Warcraft. There will be Quests/Mission Hubs and you will do those and they will likely have prerequisites from the quest hub - but in which order you do the quest hubs and directions to them (with a big fat question mark) I doubt will be given to ya - other than maybe hints like "Our Outpost to the North have received disturbing reports of a mass attack happening - go help them" which is mighty fine and dandy - but where the hell is that Outpost then???? North is a great many things and could encompass several zones. What you want is more of a Sandbox experience in which the path you take is one you make yourself and not something that is predefined by the game :).


    This post was edited by Ashreon at August 2, 2019 2:42 AM PDT
    • 184 posts
    August 2, 2019 7:21 PM PDT

    What “Open World” means to me is the ability to do anything, as an example:

    • Jump off a high elevation to my death
    • Starting fights with any level NPC just because I wanted too
    • No artificial barriers, such as if I wanted to swim out in the ocean I should not run into an artificial barriers and hopefully I’ll be able to zone into the next zone.
    • Trade, Speak and Group with any race/class I choose to play with in Pantheon
    • Random events such as being robbed by bandits
    • To play the game anyway I choose too

    Rint

    • 178 posts
    August 4, 2019 6:54 AM PDT

    I sort of envision open world as "Anybody Anytime." But along with that comes death if you are ill equipped, for example. Even a one-shot death.

    But, I also wouldn't mind having a solo instanced aspect to the game such as when you are with your trainer (if that will be a thing). Someplace where you are interacting with your trainer for advancement or a refresher course. This is an aspect of the game that I am okay with an instanced aspect. But that could get to be a drain on resources if everyone on the server decided to visit their trainer at the same time - all of a sudden having 2000 instances.

    • 646 posts
    August 7, 2019 8:30 AM PDT

    For me, a truly "open" world means you can cross an entire continent without a loading screen - WoW, Rift, WildStar, the like. Unfortunately, Pantheon will not meet that criteria, so I'll just have to hope that the instanced zones are large enough and the frustrations of running into barriers/invisible walls (UGH) are at an absolute minimum.

    • 1860 posts
    August 7, 2019 10:39 AM PDT

    ...sigh.  When I made this thread I thought people would be more knowledgable on the basic definition of open world.  Sure there are some grey areas there but the blatant misunderstanding is ridiculous.

    • 1315 posts
    August 7, 2019 10:49 AM PDT

    @philo

    Nothing has anyone has said would qualify as blatant misunderstanding to me.  There are certainly different perspectives expressed.  The primary opinions appear to be either physically open, very sandboxy open choices, or only one version of the world where no phasing/lockout mechanics exist.  Which version of open world were you hoping to have us comment on?  To me a truly open world is all three with the added bit of being able to personally modify the environment of the world through my effort.

    • 2756 posts
    August 8, 2019 2:34 AM PDT

    Open world to me simply means an experience that is not 'on rails'.  I can choose to go anywhere I see.  I may not survive, but I can try.  I have a choice of what to do when I get there, too.

    Zone lines?  Not really part of it for me.  Zone lines to me are like when movies skip boring stuff and change 'scenes'.  You enter a cave and don't see the 2 miles of spelunking the character did to get to the inhabited dungeon.  You enter a city and don't have a 2 mile treck through residential areas to get to the trade center.

    Instances?  *sigh*  Fed up with talking about them, but...  Not really part of it for me depending on how they are used.  If it's a shard of a whole zone to avoid overcrowding, then it's still open world.  If it's a personalised, one-group-only, teleport-in-and-out dungeon, then, no, that's not open world.  It does matter that you can not only go anywhere, you can pretty much meet anyone.

    Sandbox?  Not really.  Sandbox elements always help with the whole 'free choice' feel, but a very complex and well designed world will feel, and effectively be, just as 'open'.  Total sandbox might be more 'technically' 'open', but is often much less fun.

    I always used to love it in Dungeons and Dragons when we had a DM that would let us get into serious trouble and wing-it if we 'left' the scenario, but I always remember, also, that when we got back 'on track' the game would be better scripted and you'd feel like you're achieving something.  Open world is great, but entertainment is often simply much more entertaining with a script ;^)