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Card · SS-01

Open World

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Card

Open World

Ludic Spatial Structure continuity: continuous · place_count: many · connection: fully_connected · returnability: returnable · extent: beyond_venue

The game world is a continuous, freely traversable space. The agent moves in any direction and decides where to go – no order enforced by the corpus. Points of interest are distributed across the space. The architecture of freedom.

Design question – When is the “open world” spatial topology the right choice for your play space?

Reference example – Minecraft: the world stretches in every direction as far as you walk. Red Dead Redemption 2: where you ride is up to you. A scavenger hunt in the woods: the terrain is open, each group finds its own way.

Compatible with

  • Classic First Person (VR-01) – View affinity of this spatial topology.
  • Cinematic Third Person (VR-05) – View affinity of this spatial topology.
  • Chase Cam (VR-06) – View affinity of this spatial topology.
  • Free Orbit Camera (VR-07) – View affinity of this spatial topology.
  • Arena (SS-09) – Typical micro-architecture / related topology.
  • Labyrinth (SS-11) – Typical micro-architecture / related topology.
  • Social Space (SS-13) – Typical micro-architecture / related topology.
  • Open Field (SS-16) – Typical micro-architecture / related topology.
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Spatial Structures
How does your game order space? (27 cards)
Ludic Spatial Structure
To the term
SF-08 No Board
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SS-02 Hub-and-Spoke
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