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Otkry tyj mir angl Open World termin v kompyuternyh igrah oboznachayushij virtualnyj mir kotoryj igrok mozhet svobodno issledovat i svobodno dostigat v nem svoih celej Obychno protivopostavlyaetsya igram s bolee linejnym gejmpleem Nesmotrya na to chto v kompyuternyh igrah otkrytye miry ispolzuyutsya s 1980 h godov standartom koncepcii stala realizaciya v igre Grand Theft Auto III 2001 goda Gejmdizajn igr s vozmozhnostyu svobodnogo peremesheniya kak pravilo ne soderzhit podgruzki urovnej i tak nazyvaemyh nevidimyh sten istochnik ne ukazan 529 dnej yavlyayushihsya obychnymi pri linejnom dizajne urovnej V celom igry s otkrytym mirom sohranyayut znachitelnoe kolichestvo ogranichenij v igrovom okruzhenii vyzvannyh tehnicheskimi ogranicheniyami ili ogranicheniyami sleduyushimi iz obshej linejnosti igry Primery vysokoj stepeni avtonomnosti v kompyuternyh igrah mogut byt najdeny sredi massovyh mnogopolzovatelskih rolevyh onlajn igr MMORPG ili sredi odnopolzovatelskih igr priderzhivayushihsya koncepcii otkrytogo mira napodobie igr serii Fallout Osnovnoj osobennostyu gejmpleya s otkrytym mirom schitaetsya to chto takoj gejmplej sozdaet simulyaciyu realnosti i pozvolyaet igroku razvivat personazha i ego povedenie v samostoyatelno vybrannom napravlenii V podobnyh sluchayah obychno u igry net kakoj to predopredelennoj celi ili sposoba ee zaversheniya Gejmplej i gejmdizajnOtkrytyj mir eto uroven ili igra sozdannye kak nelinejnye otkrytye oblasti c bolshim kolichestvom sposobov dostizheniya celi Nekotorye igry vklyuchayut v sebya kak tradicionnye linejnye urovni tak i urovni v duhe otkrytogo mira Otkrytyj mir oblegchaet masshtabnoe issledovanie v sravnenii s seriej nebolshih urovnej ili po sravneniyu s urovnem vypolnennym bolee linejno Recenzenty prishli k vyvodu chto kachestvo otkrytogo mira obuslovleno nalichiem v igre interesnyh sposobov vzaimodejstviya igroka s okruzhayushim mirom kogda igrok ignoriruet vypolnenie glavnoj celi igry V nekotoryh igrah otkrytyj mir smodelirovan s realno sushestvuyushih lokacij napodobie goroda Nyu Jork Osnovnoj slozhnostyu v gejmdizajne yavlyaetsya soblyudenie balansa mezhdu svobodoj otkrytogo mira i strukturoj dramaticheskogo syuzheta Poskolku igroki mogut vypolnyat dejstviya kotoryh gejmdizajner ne predpolagal scenaristy igry dolzhny pridumat ostroumnye sposoby navyazat igroku syuzhet ne prepyatstvuya pri etom ego svobode Kak sledstvie v igrah s otkrytym mirom inogda syuzhet igry mozhet byt razdelen na seriyu zadanij takzhe syuzhet mozhet byt predstavlen v vesma uproshennom vide V nekotoryh igrah pobochnye zadaniya predlagaemye igroku ne prekrashayut vypolnenie osnovnogo zadaniya V bolshinstve igr s otkrytym mirom vnov sozdannyj personazh ne imeet kakih libo vyrazhennyh osobennostej chtoby igrok mog samostoyatelno voploshat v nem svoi zamysly Tem ne menee v nekotoryh igrah napodobie Landstalker predlagaetsya rasshirennyj nabor dialogov pri sozdanii personazha V 2005 godu Devid Breben govoril chto struktura povestvovaniya v kompyuternyh igrah malo otlichaetsya ot filmov s Garoldom Llojdom 1920 h godov i polagal chto syuzhety s po nastoyashemu otkrytym finalom stanut Svyatym Graalem kotoryj my ishem v pyatom pokolenii kompyuternyh igr Gejmdizajner Manvir Hejr angl Manveer Heir rabotavshij v Electronic Arts nad igrami Mass Effect 3 i Mass Effect Andromeda govoril chto v gejmdizajne igr s otkrytym mirom prisutstvuyut slozhnosti po sravneniyu s linejnym gejmdizajnom poskolku dostatochno slozhno predskazat podhod igrokov k resheniyu zadach postavlennyh pered nimi igroj eto dolzhno byt dvizhushej siloj razrabotki s samogo nachala Po mneniyu Hejra kriticheskie nedostatki v Andromeda stali sledstviem togo chto otkrytyj mir byl vveden v gejmplej na slishkom pozdnej stadii razrabotki Otkrytyj mir mozhet predstavlyat soboj prostranstvo bez kakih libo zaranee zadannyh granic i orientirov kak v Minecraft no vo mnogih sluchayah razrabotchiki predpochitayut podtalkivat igroka k sozdannym dlya nego interesnym mestam i zadaniyam zastaviv ego sosredotochitsya na opredelyonnoj oblasti mira Odnim iz sposobov eto sdelat yavlyaetsya delenie mira na regiony s oboznachennymi granicami tak chtoby igrok osvaival ih posledovatelno Pri etom igra mozhet predlagat igroku sposob otkryt vse tochki interesa v opredelyonnom regione srazu v nagradu za vypolnenie nekoego zadaniya ili ispytaniya ubrav tuman vojny s ocherednoj oblasti na karte tak v The Legend of Zelda The Wind Waker igrok dolzhen nahodit v mire igry osobyh personazhej rybolyudej i skarmlivat im nazhivku v obmen na otkrytie sootvetstvuyushej oblasti mira Chrezvychajno rasprostranyonnaya mehanika poluchivshaya unichizhitelnoe oboznachenie bashni Ubisoft predlagaet igroku nahodit v mire igry vysokie bashni i zabiratsya na nih chtoby osmotret okrestnosti sverhu eta mehanika vpervye poyavilas v igrah serii Assassin s Creed i vposledstvii shiroko ekspluatirovalas v igrah Ubisoft v tom chisle v Far Cry 3 Might amp Magic X Legacy i Watch Dogs Sredi drugih igr podobnyj podhod ispolzuetsya v Middle earth Shadow of Mordor i The Legend of Zelda Breath of the Wild Gejmdizajner Patris Dezile rabotavshij v Ubisoft nad sozdaniem Assassin s Creed v 2019 godu shutlivo izvinyalsya za sozdanie mehaniki bashen i eyo proniknovenie dazhe v seriyu The Legend of Zelda eto moya vina Personazhi v igrah s otkrytym mirom kak pravilo imeyut neogranichennoe chislo zhiznej ili prodolzhenij odnako v nekotoryh igrah napodobie Blaster Master igrok dolzhen nachinat s samogo nachala igry esli personazh umryot slishkom mnogo raz Takzhe sushestvuet risk togo chto igrok zabluditsya v otkrytom mire vvidu chego inogda gejmdizajnery razdelyayut otkrytyj mir na udobnye oblasti Procedurnaya generaciya Procedurnaya generaciya sposob sozdaniya soderzhimogo pri kotorom soderzhimoe v bolshej stepeni sozdaetsya avtomaticheski nezheli vruchnuyu Etot sposob chasto ispolzuetsya dlya sozdaniya igrovyh urovnej i inogo soderzhimogo Samo po sebe ispolzovanie procedurnoj generacii ne oznachaet chto poluchennaya igra ili posledovatelnost urovnej budet nelinejnoj odnako eto vazhnyj faktor snizheniya vremeni razrabotki dayushij vozmozhnost sozdaniya na letu sravnitelno nebolshimi usiliyami krupnyh besshovnyh igrovyh mirov unikalnyh v bolshej ili menshej stepeni Etot vid procedurnoj generacii izvesten kak worldbuilding s angl stroitelstvo mira to est sborka pravdopodobnogo mira po obshim pravilam istochnik ne ukazan 1885 dnej V bolshinstve igr zhanrov 4X i Roguelike procedurnaya generaciya v toj ili inoj stepeni ispolzuetsya dlya sozdaniya igrovyh urovnej Primerom mozhno privesti orientirovannoe na razrabotchikov sredstvo SpeedTree prednaznachennoe dlya uskoreniya processa dizajna urovnej i ispolzovannoe pri razrabotke igry The Elder Scrolls IV Oblivion Ispolzovanie procedurnoj generacii pozvolilo Devidu Brebenu i Yanu Bellu razrabotchikam igry Elite umestit igru s tysyachami planet mnozhestvom tovarov dlya torgovli raznoobraznymi tipami kosmicheskih korablej i pravdopodobnoj ekonomicheskoj sistemoj v obyome pamyati menee 22 Kb Igry s otkrytym mirom igry pesochnicy i emerdzhentnost Mehanika igr s otkrytym mirom chasto peresekaetsya s ideyami igr pesochnic no eto raznye terminy V to vremya kak otkrytyj mir oznachaet svobodu peremesheniya personazha protagonista v ogromnom igrovom mire igry pesochnicy osnovany na sposobnosti predostavlyat igroku instrumenty dlya tvorcheskoj svobody v igre dlya dostizheniya celej esli takie celi prisutstvuyut Naprimer Microsoft Flight Simulator eto igra s otkrytym mirom poskolku mozhno letat kuda ugodno v predelah nanesennogo na kartu mira no ona ne schitaetsya igroj pesochnicej poskolku v igru dobavleno malo tvorcheskih aspektov V to zhe vremya sushestvuyut igry pesochnicy s nebolshimi lokaciyami naprimer The Sims libo bez peremesheniya personazha protagonista naprimer SimCity Pervoj igroj v otkrytom mire kotoruyu v SMI otnesli k pesochnicam byla GTA III no ryad avtorom zadnim chislom ukazyvaet chto i ranee sredi igr s otkrytym mirom poyavlyalis igry s elementami pesochnicy V dalnejshem blagodarya poyavleniyu populyarnyh igr sochetavshih otkrytyj mir s pesochnicej Minecraft Oblivion i dr nekotorye avtory upotreblyali eti dva termina kak sinonimy Sochetanie otkrytogo mira i mehaniki pesochnicy mozhet privesti k emerdzhentnomu igrovomu processu slozhnym reakciyam kotorye v kompyuternyh igrah voznikayut ozhidaemo ili neozhidanno v rezultate vzaimodejstviya s otnositelno prostoj igrovoj mehanikoj Po mneniyu Pitera Molinyo emerdzhentnyj gejmplej voznikaet vsegda kogda v igre imeetsya horoshaya sistema simulyacii pozvolyayushaya igrat v virtualnom mire gde otvet na dejstviya igroka realistichen Eto to chto sdelalo igry SimCity i The Sims privlekatelnymi dlya igrokov Analogichno vozmozhnost svobodnogo vzaimodejstviya s gorodskim naseleniem v igrah Grand Theft Auto pridala im dopolnitelnoe izmerenie glubiny Vo vtoroj polovine 2000 h godov razrabotchiki delali popytki podderzhki emerdzhentnoj igry predlagaya igrokam sredstva rasshireniya igr posredstvom ih dejstvij Primerami yavlyayutsya vnutrennie igrovye veb brauzery v EVE Online i The Matrix Online sredstva integracii XML i yazykov programmirovaniya v Second Life izmenenie kursa valyut v Entropia Universe a takzhe slozhnaya obektno grammaticheskaya sistema dlya resheniya golovolomok v Scribblenauts Takzhe primerom emerdzhentnosti yavlyaetsya vzaimodejstvie iskusstvennogo intellekta i fiziki Odnako vozmozhnost izlozheniya privlekatelnoj istorii tolko pri pomoshi emerdzhentnyh tehnologij vsyo eshyo zhdyot resheniya V redakcionnoj kolonke BBC News Devid Breben soavtor igry Elite nazyval igry s otkrytym finalom Svyatym Graalem kompyuternyh igr togo vremeni ukazyvaya na igry napodobie Elite i serii Grand Theft Auto kak na pervye shagi v etom napravlenii Piter Molinyo takzhe vyrazhal svoyu uverennost v tom chto emerdzhentnost ili emerdzhentnye igry eto napravlenie v kotorom razrabotka kompyuternyh igr budet dvigatsya v budushem On predprinimal popytki vnedrit gejmplej otkrytogo mira v znachitelnoj stepeni v svoih igrah i v chastnosti v Black amp White i Fable Simulyator gruzovyh perevozok Euro Truck Simulator 2 2012 sozdannyj SCS Software nazyvaetsya igroj s veroyatno samym bolshim otkrytym mirom v istorii videoigr Istoricheskaya spravkaXX vek Ne sushestvuet edinogo mneniya otnositelno togo kakaya igra s otkrytym mirom stala pervoj vvidu razlichnogo podhoda k opredeleniyu dostatochnogo razmera otkrytogo mira Naprimer izdanie Ars Technica otmechaet priznaki etoj koncepcii uzhe v pervoj tekstovoj priklyuchencheskoj igre Colossal Cave Adventure Eta zhe igra vdohnovila Atari na sozdanie igry Adventure takzhe so svobodnym peremesheniem dlya issledovaniya mira Tem ne menee v izdanii podchyorkivayut chto to chto my sejchas znaem kak otkrytyj mir obrelo chyotkuyu formu tolko v 1984 godu s vyhodom kosmicheskogo simulyatora Elite Eta igra schitaetsya pervoprohodcem koncepcii otkrytogo mira V to zhe vremya v izdanii Gamasutra nahodyat istoki stilya igra v otkrytom mire v zhanre aviasimulyatorov napodobie vyshedshej v 1979 ili 1980 godu igry ot subLOGIC ukazyvaya na to chto bolshinstvo aviasimulyatorov predlagaet rezhim svobodnogo polyota v kotorom igrok prosto upravlyaet samolyotom i issleduet virtualnyj mir Drugie istochniki ukazyvayut v kachestve rodonachalnika koncepcii kompyuternuyu rolevuyu igru 1981 goda Ultima V etoj igre prisutstvuet vozmozhnost svobodnogo peremesheniya mezhdu igrovymi oblastyami otobrazhaemymi na karte kotoraya byla dobavlena pod vpechatleniem ot nastolnoj rolevoj igry Dungeons amp Dragons Karty mira v pervyh pyati igrah serii Ultima vyhodivshih vplot do 1985 goda ne byli vypolneny v edinom masshtabe prichem goroda i prochie obekty byli otmecheny znachkami Etot podhod byl zaimstvovan v pervyh treh igrah Dragon Quest vyhodivshih v Yaponii s 1986 po 1988 god K rannim primeram gejmpleya s otkrytym mirom sredi igr zhanra kvest otnosyat igry 1983 goda i The Lords of Midnight 1984 goda Takzhe elementy otkrytogo mira prisutstvuyut v The Hobbit 1982 goda i Valhalla 1983 goda Strategicheskuyu igru 1984 goda takzhe nazyvayut primerom rannej igry s otkrytym mirom ona povliyala na Sid Meier s Pirates 1987 goda Izdanie Eurogamer ukazyvaet na britanskie kompyuternye igry napodobie 1983 goda i Sabre Wulf 1984 goda kak na rannie primery koncepcii Po mneniyu Kajla Hillarda angl Kyle Hilliard iz zhurnala Game Informer pomimo Ultima sredi pervyh igr s otkrytym mirom byli 1984 goda i The Legend of Zelda 1986 goda V izdanii IGN rodonachalnikom gejmdizajna otkrytogo mira schitayut igru The Legend of Zelda kotoruyu tam nazyvayut pervoj dejstvitelno horoshej igroj osnovannoj na issledovanii togda kak Hydlide tam opisyvayut kak pervuyu RPG kotoraya voznagrazhdaet issledovanie V izdanii GameSpot schitayut chto na tot moment na massovom rynke ne vyhodilo igr s otkrytoj koncovkoj nelinejnyh i svobodnyh podobnyh The Legend of Zelda Soglasno zhurnalu The Escapist igra The Legend of Zelda yavlyaetsya rannim primerom igry s otkrytym mirom nelinejnogo gejmpleya s obshirnym i svyaznym mirom vdohnovivshij mnogih razrabotchikov zaimstvovat podobnyj variant gejmdizana Pervoj tryohmernoj igroj s otkrytym mirom zhanra action adventure schitaetsya Mercenary 1985 goda V 1980 h vyhodili i drugie igry s otkrytym mirom napodobie 1985 goda 1986 goda i 1985 goda Igroj s otkrytym mirom takzhe schitaetsya Wasteland 1988 goda Igry s otkrytym mirom vyhodili v nachale 1990 h godov naprimer vyshedshie v 1991 godu The Terminator i Poslednyaya nazvana izdaniem IGN pervoj igroj pesochnicej s polnostyu tryohmernoj grafikoj i vidom ot tretego lica V Ars Technica schitayut chto eta igra yavlyaetsya odnoj iz luchshih zayavok na titul predshestvennika serii Grand Theft Auto V kveste King s Quest VI vypushennom Sierra On Line v 1992 godu takzhe prisutstvuet otkrytyj mir v nej primerno polovina zadanij ne obyazatelny mnogie zadaniya mogut byt vypolneny raznymi sposobami a igroki mogut ih vypolnyat v proizvolnom poryadke Primerom gonochnoj igry s otkrytym mirom togo vremeni yavlyaetsya Quarantine 1994 goda Igra primer igry s otkrytym mirom v zhanre simulyatora meha Revolyucionnoj v IGN schitayut igru Super Mario 64 1996 goda ot Nintendo iz za bezgranichnyh tryohmernyh mirov s vozmozhnostyu svobodnogo peremesheniya chto do etogo redko vstrechalos v tryohmernyh igrah a takzhe iz za ispolzovaniya analogovogo stika dlya upravleniya virtualnoj kameroj V eto vremya vyshli mnogie tryohmernye igry s otkrytym mirom naprimer Ocarina of Time 1998 goda i Driver 1999 goda Izdanie 1UP nazyvaet igru Shenmue 1999 goda ot Sega rodonachalnikom podzhanra otkrytyj gorod V izdanii ne poskupilis na pohvaly igre vvidu togo chto igroku predlagalsya krupnyj gorod pesochnica dlya svobodnogo issledovaniya v kotorom imelsya svoj cikl smeny dnya i nochi menyayushayasya pogoda i polnostyu ozvuchennye neigrovye personazhi idushie po svoim delam Bolshoe igrovoe prostranstvo raznoobrazie vybora uroven prorabotki melochej i masshtabnost urbanisticheskoj pesochnicy sravnivalis s vyshedshimi pozdnee igrami pesochnicami napodobie Grand Theft Auto III i ee sikvelov seriej Yakuza takzhe ot Sega Fallout 3 i Deadly Premonition XXI vek Prodazhi igr serii Grand Theft Auto sostavili bolee 125 mln kopij Kreativnyj direktor serii Garri Penn angl Gary Penn rabotavshij ranee nad Frontier Elite 2 govoril o klyuchevom vliyanii igry Elite nazyvaya GTA po sushestvu Elite v gorode On takzhe otmechal chto na nekotoryh drugih razrabotchikov okazali vliyanie takzhe igry Syndicate i Mercenary V igre Grand Theft Auto III sochetayutsya elementy predydushih igr sozdavaya pri etom novyj vsestoronnij tryohmernyj opyt kotoryj okazal vliyanie na novoe pokolenie igr s otkrytym mirom Ispolnitelnyj prodyuser igry Sem Hauzer harakterizoval eyo kak vstrechu Zelda i Slavnyh parnej prodyuser Den Hauzer takzhe govoril o tom chto na igru okazali vliyanie The Legend of Zelda i Super Mario 64 Radiostancii prisutstvovali ranee v igrah napodobie SimCopter ot Maxis 1996 goda a vozmozhnost ubijstva neigrovyh personazhej vstrechalas v igrah tipa The Portopia Serial Murder Case 1983 goda i Valhalla togo zhe goda Igrovaya mehanika kogda posle ubijstva obyvatelej igroka nachinaet presledovat policiya sravnivalas s igroj Pac Man 1980 goda Posle vyhoda Grand Theft Auto III mnogie igry osnovannye na tryohmernyh otkrytyh mirah napodobie Watch Dogs ot Ubisoft i Saints Row stali zachastuyu nezasluzhenno nazyvat klonami GTA v toj zhe stepeni kak v proshlom mnogie rannie shutery ot pervogo lica nazyvali klonami Doom Den Rikert angl Dan Ryckert iz Game Informer v 2011 godu ukazal na to chto kriminalnye igry s otkrytym mirom byli osnovnoj siloj igrovoj industrii v proshedshee desyatiletie V 2016 godu v igre No Man s Sky byl sozdan ne prosto otkrytyj mir a po suti beskonechnaya vselennaya Po soobsheniyu razrabotchikov posredstvom procedurnoj generacii igra sposobna generirovat bolee 18 kvintillionov planet dostupnyh dlya issledovaniya Nekotorye recenzenty otmetili chto iz za etoj osobennosti igra stanovitsya odnoobraznoj i povtoryayushejsya a zhiznenno vazhnye elementy vyglyadyat skuchnymi i nudnymi Dzhejk Sviringen angl Jake Swearingen v state dlya zhurnala New York Magazine otmetil Pri pomoshi procedurnoj generacii vy mozhete sozdat 18 6 kvintillionov unikalnyh planet no vy ne smozhete s ee pomoshyu sozdat 18 6 kvintillionov unikalnyh zanyatij Posledovavshie posle vyhoda igry obnovleniya byli naceleny na ustranenie otmechennyh nedostatkov Igra The Legend of Zelda Breath of the Wild vyshedshaya v 2017 godu byla nazvana kritikami revolyucionnoj a razrabotchikami oharakterizovana kak smena paradigm v otkrytyh mirah Po sravneniyu so strukturirovannymi otkrytymi mirami bolshinstva igr v Breath of the Wild predstavlen masshtabnyj i polnostyu interaktivnyj mir nestrukturirovannyj v celom i voznagrazhdayushij za issledovanie i manipulirovanie etim mirom Buduchi vdohnovlennym originalnoj Legend of Zelda 1986 goda v otkrytyj mir Breath of the Wild vklyuchyon multiplikativnyj gejmplej kogda obekty reagiruyut na dejstviya igroka i sami po sebe obekty vliyayut drug na druga Pomimo fizicheskogo dvizhka v otkrytyj mir takzhe vklyuchyon himicheskij dvizhok kotoryj opredelyaet fizicheskie svojstva kazhdogo obekta i to kakim obrazom oni svyazyvayutsya drug s drugom voznagrazhdaya za eksperimenty V Nintendo nazvali podhod k otkrytomu miru ispolzovannyj v igre deyatelnostyu na otkrytom vozduhe PrimechaniyaLogan Booker Pandemic Working On New Open World Sandbox IP angl Kotaku 14 iyulya 2008 Data obrasheniya aprel 2019 12 iyunya 2018 goda PC Zone Staff angl Computer and Videogames 25 maya 2008 Data obrasheniya aprel 2019 Arhivirovano iz originala 26 maya 2008 goda Julie Muncy Open World Games Are Changing the Way We Play angl Wired 12 marta 2015 Data obrasheniya aprel 2019 8 noyabrya 2020 goda John Harris Game Design Essentials 20 Open World Games angl Gamasutra 26 sentyabrya 2007 Data obrasheniya aprel 2019 11 noyabrya 2020 goda Chris Kohler Assassin s Creed And The Future Of Sandbox Games angl Wired 4 yanvarya 2008 Data obrasheniya aprel 2019 22 iyunya 2018 goda John Harris Game Design Essentials 20 Open World Games 19 Air Fortress angl Gamasutra 26 sentyabrya 2007 Data obrasheniya aprel 2019 7 aprelya 2019 goda Chris Kohler Review Why Assassin s Creed Fails angl Wired 23 noyabrya 2007 Data obrasheniya aprel 2019 2 oktyabrya 2019 goda James Ransom Wiley angl Joystiq 10 avgusta 2007 Data obrasheniya aprel 2019 Arhivirovano iz originala 17 avgusta 2007 goda Steven Poole Trigger Happy Arcade Publishing 2000 S 101 Stuart Bishop angl Computer and Videogames 5 marta 2003 Data obrasheniya aprel 2019 Arhivirovano iz originala 3 maya 2008 goda Chris Remo Brandon Sheffield Redefining Game Narrative Ubisoft s Patrick Redding On Far Cry 2 angl Gamasutra 18 iyulya 2008 Data obrasheniya aprel 2019 7 aprelya 2019 goda Chris Plante Opinion All The World s A Sandbox angl Gamasutra 12 maya 2008 Data obrasheniya aprel 2019 11 oktyabrya 2012 goda David Braben Towards games with the wow factor angl BBC News 31 dekabrya 2005 Data obrasheniya aprel 2019 7 aprelya 2019 goda Robert Purchese I ve seen people literally spend 15 000 on Mass Effect multiplayer cards angl Eurogamer 23 oktyabrya 2007 Data obrasheniya aprel 2019 2 avgusta 2018 goda Mike Williams Exploring and Uncovering the Dreaded Ubisoft Tower angl USgamer 27 marta 2017 Data obrasheniya aprel 2019 7 aprelya 2019 goda Ben Maxwell How Far Cry 5 is shaking itself free from Ubisoft s open world template angl PC Games N 28 iyunya 2017 Data obrasheniya aprel 2019 7 aprelya 2019 goda Dave Meikleham How collectibles stealth and climbing came to define the Ubisoft open world game angl PC Gamer 21 sentyabrya 2017 Data obrasheniya aprel 2019 7 aprelya 2019 goda Chris Carter Here s a tip for easily descrambling Spider Man PS4 s towers angl Destructoid 6 sentyabrya 2018 Data obrasheniya aprel 2019 7 aprelya 2019 goda Chris Carter Creator of Assassin s Creed Patrice Desilets I m sorry for radio towers angl Destructoid 21 oktyabrya 2019 Data obrasheniya 6 fevralya 2020 22 oktyabrya 2019 goda Patrick O Luanaigh Game Design Complete Paraglyph Press 2006 S 203 218 PC Zone Staff angl Computer and Videogames 14 avgusta 2002 Data obrasheniya aprel 2019 Arhivirovano iz originala 11 fevralya 2007 goda Breslin Steve The History and Theory of Sandbox Gameplay neopr Gamasutra 16 iyulya 2009 Data obrasheniya 2 maya 2020 26 yanvarya 2021 goda Istochnik neopr Data obrasheniya 23 oktyabrya 2022 23 oktyabrya 2022 goda Istochnik neopr Data obrasheniya 23 oktyabrya 2022 23 oktyabrya 2022 goda Travis Fahs The Leif Ericson Awards angl IGN 24 marta 2008 Data obrasheniya 10 aprelya 2019 10 aprelya 2019 goda Scott Sharkey angl 1UP com Data obrasheniya 10 aprelya 2019 Arhivirovano iz originala 18 oktyabrya 2012 goda Le Gameplay Emergent fr jeuxvideo com 19 yanvarya 2006 Data obrasheniya aprel 2019 8 aprelya 2019 goda Dave Kosak angl GameSpy 7 marta 2004 Data obrasheniya aprel 2019 Arhivirovano iz originala 14 yanvarya 2009 goda Andy Kelly Euro Truck Simulator 2 Is Secretly One Of The Best Open World Games Ever Made angl TheGamer 8 aprelya 2022 In the open world genre mainstream blockbusters like Assassin s Creed The Elder Scrolls and Grand Theft Auto rule supreme These increasingly large games cost a lot of money and take a lot of time to build so it figures that this space is dominated by triple A games with inflated budgets But you might be surprised to learn that one of the best and biggest open world games ever made wasn t developed by a multinational studio with thousands of employees Not a giant like Ubisoft or Rockstar but a small self publishing indie studio of around 150 people based in Prague Data obrasheniya 27 fevralya 2024 Andras Neltz The Four Decade History of Open World Games angl Kotaku 19 yanvarya 2015 Data obrasheniya aprel 2019 10 aprelya 2019 goda RICHARD MOSS Roam free A history of open world gaming angl Ars Technica 25 marta 2017 Data obrasheniya aprel 2019 10 aprelya 2019 goda John Harris Game Design Essentials 20 Open World Games angl Gamasutra 26 sentyabrya 2007 Data obrasheniya aprel 2019 16 avgusta 2019 goda Jamie Sefton The roots of open world games angl Gamesradar 11 iyulya 2008 Data obrasheniya aprel 2019 21 fevralya 2019 goda Matt Barton Bill Loguidice The History of Elite Space the Endless Frontier angl Gamasutra 7 aprelya 2009 Data obrasheniya aprel 2019 6 iyunya 2011 goda Dan Whitehead Born Free the History of the Openworld Game angl Eurogamer 4 fevralya 2008 Data obrasheniya aprel 2019 10 aprelya 2019 goda PC Zone Staff angl Computer and Videogames 24 maya 2008 Data obrasheniya aprel 2019 Arhivirovano iz originala 27 maya 2008 goda DATTATREYA MANDAL 10 Of The Biggest Open World Video Games Released In Terms Of Map Size angl Hexapolis 5 noyabrya 2014 Data obrasheniya aprel 2019 10 aprelya 2019 goda Rowan Kaiser Ultima Most Important Game Series Ever angl Engadget 26 yanvarya 2012 Data obrasheniya aprel 2019 10 aprelya 2019 goda Kurt Kalata The History of Dragon Quest angl Gamasutra 4 fevralya 2008 Data obrasheniya aprel 2019 22 iyulya 2015 goda Peter Tieryas THE MURDER MYSTERY FROM THE CREATOR OF DRAGON QUEST angl Entropy aprel 2015 Data obrasheniya aprel 2019 22 fevralya 2017 goda Tom Stone Megal Gear Solid V The Phantom Pain angl Official Xbox Magazine zhurnal 2015 No 132 Graeme Mason 10 games that defined the ZX Spectrum angl Eurogamer 9 aprelya 2017 Data obrasheniya aprel 2019 11 aprelya 2019 goda TOBY MCCASKER REVISITING THE GLORIOUSLY WEIRD GAMES OF AUSTRALIA S GOLDEN AGE angl Kill Screen 31 marta 2016 Data obrasheniya aprel 2019 10 aprelya 2019 goda Joshua Jankiewicz angl Hardcore Gaming 101 22 iyulya 2016 Data obrasheniya aprel 2019 Arhivirovano iz originala 25 iyulya 2016 goda angl 2017 05 08 Chris Suellentrop Data obrasheniya aprel 2019 Arhivirovano iz originala 8 avgusta 2017 goda David Koon Dani Bunten changed video games forever angl Arkansas Times 8 fevralya 2012 Data obrasheniya aprel 2019 10 aprelya 2019 goda Kat Bailey These games inspired Cliff Bleszinski John Romero Will Wright and Sid Meier angl Engadget 9 marta 2012 Data obrasheniya aprel 2019 2 fevralya 2017 goda Kyle Hilliard Big Book of Zelda The Unofficial Guide to Breath of the Wild and The Legend of Zelda Triumph Books 2017 S 27 ISBN 9781633199569 Shunal Doke IGN India discusses game design Combat in open world games angl IGN 3 noyabrya 2015 Data obrasheniya aprel 2019 10 aprelya 2019 goda angl Gamespot Data obrasheniya aprel 2019 Arhivirovano iz originala 30 yanvarya 2006 goda LIZ FINNEGAN How The Legend of Zelda Changed Video Games angl The Escapist 26 fevralya 2016 Data obrasheniya aprel 2019 10 aprelya 2019 goda Pete Davison Origins of the Open World Mercenary angl USgamer 12 iyulya 2013 Data obrasheniya 10 aprelya 2019 10 aprelya 2019 goda The First Opem World Part One angl Electrondance 23 sentyabrya 2014 Data obrasheniya 10 aprelya 2019 10 aprelya 2019 goda Retro console battle Sinclair ZX Spectrum Vega vs The Recreated Sinclair ZX Spectrum plus the 10 best Spectrum games ever angl Metro UK 11 sentyabrya 2015 Data obrasheniya 10 aprelya 2019 10 aprelya 2019 goda Jaz Rignall Open World Games Make me Drive Like an Idiot angl USgamer 8 fevralya 2017 Data obrasheniya 10 aprelya 2019 10 aprelya 2019 goda First open world driving videogame angl Guinness World Records Data obrasheniya 10 aprelya 2019 25 iyunya 2018 goda Pete Davison Origins of the Open World Alternate Reality angl USgamer 11 iyulya 2013 Data obrasheniya 10 aprelya 2019 10 aprelya 2019 goda Wesley Yin Poole Original Wasteland released on Steam and GOG angl Eurogamer 14 noyabrya 2013 Data obrasheniya 10 aprelya 2019 10 aprelya 2019 goda Richard Cobbett Saturday Crapshoot The Terminator angl Data obrasheniya 10 aprelya 2019 10 aprelya 2019 goda Chuck Miller King s Quest VI Heir Today Gone Tomorrow angl Computer Gaming World zhurnal 1993 January no 102 P 12 ISSN 0744 6667 2 iyulya 2016 goda Alice O Connor Have You Played Quarantine angl Rock Paper Shotgun 15 yanvarya 2015 Data obrasheniya 10 aprelya 2019 14 oktyabrya 2017 goda The History Of Iron Soldier angl Retro Gamer zhurnal 2017 March no 165 P 79 Lucas M Thomas Super Mario 64 VC Review angl IGN 10 yanvarya 2007 Data obrasheniya 10 aprelya 2019 10 aprelya 2019 goda Hector Guzman Driver Parallel Lines angl Gamespy 20 maya 2006 Data obrasheniya 10 aprelya 2019 24 fevralya 2021 goda Brendan Main Lost in Yokosuka angl The Escapist 21 dekabrya 2010 Data obrasheniya 10 aprelya 2019 10 aprelya 2019 goda angl Nowgamer 28 dekabrya 2010 Data obrasheniya 10 aprelya 2019 Arhivirovano iz originala 2 yanvarya 2011 goda angl IGN Data obrasheniya 10 aprelya 2019 Arhivirovano iz originala 4 fevralya 2012 goda James Mielke angl 1UP com Data obrasheniya 10 aprelya 2019 Arhivirovano iz originala 17 oktyabrya 2012 goda Eddie Makuch Grand Theft Auto series shipments reach 125 million angl Gamespot 27 dekabrya 2012 Data obrasheniya 12 aprelya 2019 10 aprelya 2019 goda Tristan Donovan The Replay Interviews Gary Penn angl Gamasutra 31 yanvarya 2011 Data obrasheniya 12 aprelya 2019 10 aprelya 2019 goda Rockstar s Sam Houser Mouths Off angl IGN 10 sentyabrya 2001 Data obrasheniya 12 aprelya 2019 10 aprelya 2019 goda Chris Suellentrop Americana at Its Most Felonious angl The New York Times 9 noyabrya 2012 Data obrasheniya 12 aprelya 2019 10 noyabrya 2012 goda John Szczepaniak Retro Gamer 85 angl Hardcore Gaming 101 statya 2011 1 February 12 aprelya 2011 goda Brian Ashcraft Grand Theft Auto And Pac Man The Same angl Kotaku Australia 16 iyulya 2009 Data obrasheniya 12 aprelya 2019 10 aprelya 2019 goda Henry E Lowood Doom angl Encyclopaedia Britannica 4 aprelya 2019 Data obrasheniya 12 aprelya 2019 26 marta 2019 goda Dan Ryckert Embracing the Crazy angl Game Informer zhurnal gazeta statya 2011 April no 216 P 49 Ravi Hiranand 18 quintillion planets The video game that imagines an entire galaxy angl CNN Businness 18 iyunya 2015 Data obrasheniya 12 aprelya 2019 12 aprelya 2019 goda Jake Swearingen Why Everyone Should Play No Man s Sky Even If It s Not a Great Game angl New York Magazine 16 avgusta 2016 Data obrasheniya 12 aprelya 2019 10 aprelya 2019 goda Matt Kamen Zelda Breath of the Wild review an epic masterpiece angl Wired 2 maya 2017 Data obrasheniya 12 aprelya 2019 10 aprelya 2019 goda Anthony Burch How Breath of the Wild dunks on most open world games angl Destructoid 5 iyulya 2017 Data obrasheniya 12 aprelya 2019 10 aprelya 2019 goda Matt Gerardi Clayton Purdom Is The Legend Of Zelda Breath Of The Wild one of the best games of all time angl AV Games 17 marta 2017 Data obrasheniya 12 aprelya 2019 10 aprelya 2019 goda Oliver Milne How will The Legend of Zelda Breath of the Wild change the open world paradigm angl GamesIndustry biz 6 iyunya 2017 Data obrasheniya 12 aprelya 2019 10 aprelya 2019 goda Chris Plante Why Breath of the Wild is the future of blockbuster games angl The Verge 17 maya 2017 Data obrasheniya 12 aprelya 2019 24 marta 2017 goda Jonathon Dornbush GDC 2017 Breath of the Wild Team Built 2D Zelda Prototype to Test Gameplay angl IGN 1 marta 2017 Data obrasheniya 12 aprelya 2019 10 aprelya 2019 goda Kate Gray Is The Legend of Zelda Breath of the Wild the best designed game ever angl The Guardian 20 maya 2017 Data obrasheniya 12 aprelya 2019 Arhivirovano 30 maya 2017 goda Sal Romano The Legend of Zelda Breath of the Wild s open air concept is the new standard producer says angl Gematsu 4 aprelya 2017 Data obrasheniya 12 aprelya 2019 10 aprelya 2019 goda Sm takzheLinejnost kompyuternye igry Programma igrushka Pesochnica zhanr
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