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Although these lines are increasingly blurred today (as AAA cRPGs will tend to draw heavily from both traditions), there is a clear historical period after the Ultima - Wizardry split that dominates more than two decades of cRPG design. It is the model that all contemporary openworld games follow.
They even have artwork on the walls from famous films and games (we spotted Mars Attack and what we think was Left for Dead). We don’t see this often enough in casual simulation games, but there is a lovely open-world feel to this game. The design for each level is very similar, but it doesn’t ever feel repetitive.
It also helps that depopulated worlds – or at least those populated by easily replicated baddies – are much cheaper and easier to produce than well-ordered, sophisticated societies. Gershenfeld recalled his days working on openworld games at Activision. “Openworlds are complex, expensive.
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