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English
Etymology
From open (adjective) + world.[1]
Pronunciation
Noun
open world (plural open worlds)
- (video games, also attributive) A gameworld that the player may traverse freely, rather than being restricted to certain predefined areas and quests.
2004, Paul Grover, “Computer Games in Your Hands”, in Visual Texts (The Heinemann English Project), Port Melbourne, Melbourne, Vic.: Heinemann Harcourt Education, →ISBN, page 15:Role-play games […] they use a closed visual world of walls or grids or open worlds across computer systems
2007, David Hutchinson, “Kid-friendly Grand Theft Auto”, in Playing to Learn: Video Games in the Classroom, Westport, Conn.: Teachers Ideas Press, Greenwood Publishing Group, →ISBN, page 110:Open world games (sometimes referred to as "sandbox games") are one of the most popular genres of video games. They typically feature non-linear gameplay, the ability to roam the game world freely any way the player chooses, unscripted interaction with non-player characters (NPCs), and a living, breathing city, countryside, or fantasy environment to explore.
2008, Michael Nitsche, “Combining Interaction and Narrative”, in Video Game Spaces: Image, Play, and Structure in 3D Worlds, Cambridge, Mass.: MIT Press, →ISBN, part I (Structure), page 54:Liberty City, the virtual space of Grand Theft Auto III, can be interpreted as the spatial universe that qualitatively changes and combines the limited character attributes of the inhabiting non-player characters. Because they all seem to live and act in such a huge open world, they appear to be more complex themselves.
2014, Carolyn Handler Miller, “Video Games”, in Digital Storytelling: A Creator’s Guide to Interactive Entertainment, 3rd edition, Burlington, Mass.; Abingdon, Oxfordshire: Focal Press, →ISBN, part 4 (Media and Models: Under the Hood), page 283:
2017, Chris Solarski, “Transitions in Open-world Games”, in Interactive Stories and Video Game Art: A Storytelling Framework for Game Design (An A K Peters Book), Boca Raton, Fla.: CRC Press, →ISBN, section II (The Dramatic Curve and Transitions), page 170:The second category of storytelling that coexists in GTA [Grand Theft Auto]’s open world takes the form of player-driven stories.
2021 August 6, A. A. Dowd, “The Ryan Reynolds Action-comedy Free Guy is a Truman Show for the Fortnite Age”, in The A.V. Club, archived from the original on 2023-04-19:What Guy doesn’t know, but the audience surely will (it's all over the trailers), is that he's not a real person at all but rather an NPC—or non-player character—in a popular and extremely violent open-world video game.
Usage notes
When used attributively, the term is chiefly hyphenated as open-world.
Translations
gameworld that the player may traverse freely
See also
References
Further reading