Designers create experiences for the player. That's a loose enough definition that there's little room for debate. But how much control is implied by that short phrase "create experiences"? Does that mean micromanaging the moment to moment play? There's a school of thought that says that's what designers do, and many of us believe it. And for some types of games it is true.
Then there are open world games. Crafted from the dust of early computer role playing games -- the original open world designs -- the goal isn't to tightly control the player experience, but rather to build a world and turn the player loose in it.
Give the player the freedom to choose his or her own path. Provide meaningful options. Encourage experimentation. Carrying over the hand-holding approach of linear storytelling games doesn't work; an open world is more than just a lobby for starting linear missions.
From GameWatcher: "THQ Nordic has announced that the remastered edition of Red Faction Guerrilla will be released for the PC, PlayStation 4 and Xbox One on 3rd July."
With winter fast approaching those that live in the southern hemisphere, Player 2 takes a look at some of the best games to numb the pain when you are off sick.
A listing on a Finnish retailer could have just revealed the launch date and pricing for Red Faction Guerrilla Re-Mars-Te-Red.