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Talk:Open-ended (gameplay)

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This is an old revision of this page, as edited by 212.54.218.146 (talk) at 01:22, 29 June 2006. The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

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Needs Rewrite

This article needs some major attention, starting from the definition of "open-ended gameplay" all the way to the game examples. If i find the time i will rewrite it myself, until then here are some major points:

- "Open-ended" means "without a definite, pre-determined ending". If the game has two or twenty differend endings, it is still not open-ended; it has a definite end, even if there is the option to display one of many.

- Throughout the article, the writer(s) confuse "open-ended" design with "sandbox" design. They are not at all the same. A game may have a very linear storyline and yet be open-ended (that doesn't happen often, but it is entirely possible, think GTA if the storyline was compulsory). More importantly, a game might give the player complete freedom, but end once a goal is achieved (Civilisation and pretty much all RTS games, also military sims).

- Customization options of the player's character has absolutely nothing to do with game design. Customization has been around a long time in all kinds of games, and getting more widespread as available processing power and storage means grow. It is often present on open-ended games because the player is expected to "keep" the character for a long time, and the absence of pre-rendered cinematic sequences that is common in such games goes a long way towards this. Unless a source can be provided that proves there is a link in functiion between character customization and open-ended gameplay, it should not be mentioned in tis article.

212.54.218.146 01:22, 29 June 2006 (UTC)[reply]