20th century There is no consensus on what the earliest open-world game is, due to differing definitions of how large or open a world needs to be.
Inverse provides some early examples games that established elements of the open world:
Jet Rocket, a 1970 Sega
electro-mechanical arcade game that, while not a video game, predated the
flight simulator genre to give the player free roaming capabilities, and
dnd, a 1975
text-based adventure game for the
PLATO system that offered non-linear gameplay.
Ars Technica traces the concept back to the free-roaming exploration of 1976 text adventure game
Colossal Cave Adventure, which inspired the free-roaming exploration of
Adventure (1980), but notes that it was not until 1984 that what "we now know as open-world gaming" took on a "definite shape" with 1984
space simulator Elite, considered a pioneer of the open world;
Gamasutra argues that its open-ended
sandbox style is rooted in flight simulators, such as
SubLOGIC's Flight Simulator (1979/80), noting most flight sims "offer a 'free flight' mode that allows players to simply pilot the aircraft and explore the virtual world". which had a free-roaming
overworld map inspired by
tabletop RPG Dungeons & Dragons. and
The Lords of Midnight (1984), with open-world elements also found in
The Hobbit (1982) and
Valhalla (1983). The
strategy video game,
The Seven Cities of Gold (1984), is also cited as an early open-world game, influencing ''
Sid Meier's Pirates! (1987). IGN traces the roots of open-world game design to The Legend of Zelda
, which it argues is "the first really good game based on exploration", while noting that it was anticipated by Hydlide
, which it argues is "the first RPG that rewarded exploration". According to GameSpot, never "had a game so open-ended, nonlinear, and liberating been released for the mainstream market" before The Legend of Zelda
. According to The Escapist, The Legend of Zelda'' was an early example of open-world, nonlinear gameplay, with an expansive and cohesive world, inspiring many games to adopt a similar open-world design.
Mercenary (1985) has been cited as the first open world
3D action-adventure game. There were also other open-world games in the 1980s, such as
Back to Skool (1985),
Turbo Esprit (1986) and
Alternate Reality: The City (1985).
Wasteland, released in 1988, is also considered an open-world game. The early 1990s saw open-world games such as
The Terminator (1990),
The Adventures of Robin Hood (1991), and
Ars Technica argues "has one of the strongest claims to the title of
GTA forebear".
Atari Jaguar launch title,
Cybermorph (1993), was notable for its open 3D polygonal-world and non-linear gameplay.
Quarantine (1994) is an example of an open-world
driving game from this period, while
Iron Soldier (1994) is an open-world
mech game. The director of 1997's
Blade Runner argues that that game was the first open world three-dimensional action adventure game.
IGN considers
Nintendo's
Super Mario 64 (1996) revolutionary for its 3D open-ended free-roaming worlds, which had rarely been seen in 3D games before, along with its
analog stick controls and
camera control. Other 3D examples include
Mystical Ninja Starring Goemon (1997),
Ocarina of Time (1998), and the
Rareware games
Banjo-Kazooie (1998),
Donkey Kong 64 (1999), and
Banjo-Tooie (2000).
1UP considers
Sega's adventure
Shenmue (1999) the originator of the "open city" subgenre, touted as a "FREE" ("Full Reactive Eyes Entertainment") game giving players the freedom to explore an expansive sandbox city with its own
day-night cycles, changing weather, and fully voiced
non-player characters going about their daily routines. The game's large interactive environments, wealth of options, level of detail and the scope of its urban sandbox exploration has been compared to later sandbox games like
Grand Theft Auto III and its sequels, Sega's own
Jet Set Radio and
Yakuza series,
Fallout 3, and
Deadly Premonition.
21st century ,
Oolite Grand Theft Auto has had over 200 million sales. Creative director Gary Penn, who previously worked on
Frontier: Elite II, cited
Elite as a key influence, calling it "basically
Elite in a city", and mentioned other team members being influenced by
Syndicate and
Mercenary.
Grand Theft Auto III combined elements from previous games, and fused them together into a new immersive 3D experience that helped define open-world games for a new generation. Executive producer
Sam Houser described it as "
Zelda meets
Goodfellas", while producer
Dan Houser also cited
The Legend of Zelda: Ocarina of Time and
Super Mario 64 as influences. Radio stations had been implemented earlier in games such as
Maxis'
SimCopter (1996), the ability to beat or kill
non-player characters date back to games such as
The Portopia Serial Murder Case (1983), and
Valhalla (1983) The ''
Assassin's Creed'' series by
Ubisoft uses open world mechanics set in historical real world locations, such as the
Holy Land or
Renaissance Italy. The early games were notable for requiring the player to climb large towers as to survey the land and identify landmarks which would then populate the player's mini-maps with quests and other points of interests; this was explained in-game as to synchronize the memories of the character in the historical setting with a character in contemporary times that was viewing these genetic memories via a device called the Animus. This mechanic was reused in other Ubisoft series such as
Far Cry and
Watch Dogs, as well as used in other open world games like
The Legend of Zelda: Breath of the Wild and
Batman: Arkham Knight. The mechanic has been seen to gain some overuse in Ubisoft games, leading it to be called "Ubisoft towers" in a derogatory fashion. In 2011, Dan Ryckert of
Game Informer wrote that open-world crime games were "a major force" in the gaming industry for the preceding decade. Another popular sandbox game is
Minecraft, which has since become the
best-selling video game of all time, selling over 238 million copies worldwide on multiple platforms by April 2021.
Minecrafts procedurally generated overworlds cover a virtual 3.6 billion square kilometers. ''
No Man's Sky, released in 2016, is an open-world game set in a virtually infinite universe. According to the developers, through procedural generation, the game is able to produce more than 18 quintillion ( or 18,000,000,000,000,000,000) planets to explore. Several critics found that the nature of the game can become repetitive and monotonous, with the survival gameplay elements being lackluster and tedious. Jake Swearingen in New York'' said that the players can procedurally generate 18.6 quintillion unique planets, but they can't procedurally generate 18.6 quintillion unique things to do. Updates have aimed to address these criticisms. In 2017, the open-world design of
The Legend of Zelda: Breath of the Wild was described by critics as being revolutionary and by developers as a
paradigm shift for open-world design. In contrast to the more structured approach of most open-world games,
Breath of the Wild features a large and fully interactive world that is generally unstructured and rewards the exploration and manipulation of its world. Inspired by the original 1986
Legend of Zelda, the open world of
Breath of the Wild integrates multiplicative gameplay, where "objects react to the player's actions and the objects themselves also influence each other". Along with a
physics engine, the game's open-world also integrates a
chemistry engine, "which governs the physical properties of certain objects and how they relate to each other", rewarding experimentation.
Nintendo has described the game's approach to open-world design as "open-air". == See also ==