Original Post
The last Game Design Round Table can be found here. Guidelines Here are some of the rules/guidelines it would be nice to have people adhere to (or read and then willingly ignore):
- What I write as part of the topic description is not intended to be an argument for or against a given mechanic, nor does what I write necessarily reflect my full thoughts on an issue. It's mere intended to be an introduction to the topic that, hopefully, more people will expound on.
- The goal here is to talk intelligently about the topic at hand, as such, any responses would hopefully attempt to make some sort of argument.
- An argument does not have to be lengthy to be well-constructed or well-written.
- Don't just toss in buzz words for the sake of using buzz words; the idea here is to discuss the mechanics at hand for the purpose of determining why they are good or bad and to convince other people of your own perspectives. Tossing in buzz words "just because" does more to segregate a discussion than promote it.
- This post will actually be closed when the deadline is up as to keep the discussion fairly self-contained. The closing date for these is up in the air at the moment; this thread will be closed either a week from today or two weeks from today (depending on the number and quality of responses received).
- Don't be afraid to generalize your points as you discuss points with users. It goes without saying that a good game design may depend heavily on the game it's being used in and the way it's implemented, but the idea here is to pick out great ideas and argue them for their intrinsic worth.
- Don't get too caught-up in minor details and always realize that, generally, the goal here is to make intelligent arguments to comprise a design discourse.
- Please, please, please use your real names in your post if you feel comfortable; the resulting article just feels awkward when I have to reference a bunch of aliases.
- What are the benefits of a fully free-form open world progression in open world games?
- Conversely, what are the benefits of methodical, directed progression in an open world game structure? Is the structure of a line of primary missions (missions which advance the game's core storyline) along with a host of side-missions/objectives an ideal case for open world games?
- How does the wide-open nature of gameplay in an open world game impact gameplay and a designer's approach to creating missions?
- "Should" open world games strive to present the same types of stories as traditional games do or should the focus be on providing a toolset for player-born narratives? (This is the heart of emergent game design)