Born Free: the History of the Openworld Game
From Adventure to Urban Chaos.
It's rather quaint to think that just over six years ago, we were all a-twitter at the prospect of Grand Theft Auto III and its swanky new 3D world. "How will that classic top-down gameplay work in 3D?" we mused, like big silly things. "Could it possibly beat Driver?" we pondered in all seriousness. Aah, innocent times.
Since then, of course, we've been swamped up to our chinsacks in three-dimensional sandbox games, most of them firmly in the naughty crime spree mould. To begin with, all such games were slapped with the rather dismissive "GTA clone" label, but is this really accurate? Certainly, most of these games have taken their inspiration from the sprawling cities and doowatchulike aesthetic of Grand Theft Auto, but Rockstar's finest was far from being the first openworld game.
For the purposes of this history lesson, let's split the GTA template into two distinct but equally vital gameplay elements. First we have the gameworld itself, a world with no levels or boss battles. An environment that you're free to explore however you choose. And we also have the structure of the game; non-linear and open-ended, leaving it up to the player to decide what tasks to tackle and when. Together these are the two pillars that hold up the modern free-roaming action-adventure genre. But would it surprise you to learn that this sort of free-roaming gameplay has been around for over twenty years? That there were games as long ago as 1991 that let you explore 3D polygon worlds in a variety of vehicles at your own pace? Would it surprise you? Would it? I hope so, or this is going to be a very short feature.

Driller. It looks sturdy, but could you lean on that shelf?
Way back in 1979, Warren Robinett's seminal Atari 2600 version of Adventure sowed the seeds of openworld gameplay, with an open plan flip-screen layout which allowed the player to wander freely around three castles and the (admittedly sparse) landscape in-between them. The goal was still rigid - find the golden chalice - but it was certainly not a linear experience. From this tiny acorn grew many gamey oaks, including pretty much the entire RPG genre, but for the sake of brevity we'll leave that branch of the free-roaming tree untouched for another time.
As the 1980s rolled around, this tentative baton of innovation was soon taken up by a variety of British programmers, then beavering away to squeeze as much juice as possible from the ZX Spectrum. The first game that can be convincingly linked to today's virtual cityscapes was the 1983 hit 3D Ant Attack. Developed by solid 3D pioneer Sandy White, the game cast you as a man (or woman) venturing into a city infested by giant ants in order to rescue your partner. Rendered in stark monochrome isometric 3D with solid shaded buildings, and even rudimentary shadows, the creepy sci-fi gothic world of Ant Attack remains a joy to explore - even if the aim of the game proves predictably simple by current standards.

Ant Attack. I prefer to squish them with my thumb. After naming them.
The same year also saw the release of Atic Atac, the clip-clop adventure classic from the Stamper brothers and their beloved Ultimate Play The Game label. Owing much to Adventure in terms of concept, this top-down gem found you scurrying about a vast castle, searching for the pieces of a key that would allow you to escape. Made up of several floors, each linked by staircases and trapdoors, the game also boasted secret passages that could only be used by certain character types. Once again, while the overall goal was set in stone, players could happily spend hours ignoring their main quest, seeking out new areas or hunting down monsters such as Dracula, and Frankenstein instead.
Come 1984, and Sandy White followed Ant Attack with Zombie Zombie, another 3D city adventure (now in glorious Speccy colour!), while Atic Atac begat the sprawling jungle maze of Sabre Wulf. Both games continued the trend of eschewing pre-defined levels for a more laissez-faire approach to exploration, even though the core of the gameplay still hinged on the twin clichés of battling endless enemies and finding specific items to win.
However, 1984 also saw the release of arguably the first truly open-ended 3D adventure - Ian Bell and David Braben's Elite. Debuting on various Acorn systems, before being ported to every electronic device in the world including Major Morgan and those digital watches that had calculators in them, Elite quickly obsessed an entire generation. Admittedly, its rather abstract wireframe planets and spaceships make it a distant cousin of the sandbox genre in terms of style, with the likes of Freelancer as its more direct descendents, the ramifications of Elite's open-ended approach are still being felt in today's games.
Cast as a space pilot, players were free to travel anywhere in the galaxy, trading in whatever goods they desired, from common commodities to valuable contraband. While attaining the rank of Elite was the stated aim, there was absolutely no penalty for choosing to do your own thing, defining your own victory conditions as you went along. Vicious alien Thargoids roamed the darker reaches of space, and playgrounds were filled with anecdotal chatter about the legendary "witchspace" where Thargoids galore could be found - and destroyed, by pilots with enough skill and firepower. Also inspiring lengthy expeditions into deep space was talk of an apocryphal space cruiser, supposedly drifting somewhere in the nether regions of the game's vast cold void. That the game could inspire such classroom legends, with no two players having the same experience, is a feat that still impresses today.
1986 saw Metroid thunder onto the gaming scene, bringing with it some wonderful Gunpei Yokoi design work and applying the open plan gameplay style to the previously rigid world of Nintendo platformers. As exciting as this was for Japanese and American gamers who had foolishly overlooked the ZX Spectrum, Metroid was still just a classic style arcade game freed from the strait jacket of linear levels. And as fun as that was, another mid-'80s game would prove even more important in the development of true openworld gaming.

Mercenary. Apparently before we put much in our open worlds.
Mercenary, written by Paul Woakes and released by Novagen for a bunch of 8-bit and 16-bit formats, took the Choose Your Own Adventure framework of Elite and brought it down to Earth. Or Targ, since that's the planet where you crash-land at the start of the game. Escape is the inevitable goal, but players were given even more freedom to find their own way to victory than ever before. Plunged into the middle of a civil war between the good guy Palyars and the invading Mechanoids, there were numerous routes to success to be found by working both sides of the conflict, carrying out missions in a wireframe world for your own gain. As the title suggests, a certain moral flexibility was required, enabling players to align themselves with the bad guys and the good guys at the same time, for purely selfish reasons. With such ambiguous ethics and a non-linear approach to narrative advancement, perhaps more than any other game since Ant Attack, Mercenary provides us with the next major ancestor of the Grand Theft Auto series.
The critical success of Mercenary opened the floodgates and through the late '80s and early '90s there were many attempts to build on this framework. The Freescape system, developed for the now-ailing 8-bit platforms, resulted in a trilogy of solid 3D adventure games. Driller was the first, in 1987, followed by Total Eclipse in 1988 and Castle Master in 1990. With their chunky early polygons, and with the sluggish pace forcing the games to focus on solving environmental puzzles rather than combat, their relation to today's free-roaming games is far from direct, but as part of the move towards tangible three-dimensional game worlds, their impact can't be underestimated.

Mercenary III. This one was red. Cor, this caption lark is easy.
More Mercenary expansions and sequels followed, landing on the Amiga and Atari ST in 1990 and 1992 respectively. Damocles, the second game, offered a filled 3D world, with a whole solar system to explore. Basic non-player characters were introduced, along with a public transport system, allowing you to take taxis and buses to key locations. Mercenary III, meanwhile, centred on an election and is of particular note as an example of early open-ended gameplay. Tasked with preventing the sinister PC Bil from taking office, the game offers numerous potential methods of derailing his plans, ranging from terrorist sabotage to standing as a candidate and mounting your own election campaign.
Also taking groundbreaking steps in allowing gamers to find their own solutions to problems, 8-bit legend Mike Singleton gave us the popular Midwinter in 1989. Set after a nuclear winter, the game plonked you on a huge snow-covered island (160,000 square miles, if the original promotional guff is to be believed) and left it up to you to figure out how to oust an army of invaders. As the head of the island's security force, it was up to the player to muster an army of their own, by visiting the various inhabitants and talking them into active service. Governed by a complex series of social needs, careful negotiation was required to recruit as many agents as possible. Even once recruited, maintaining the mood of your fighting force was essential, lest low morale led to them giving up and returning to their homes.
Midwinter holds a special place in my memory, as it marked the first time I realised the potential of a completely open-ended gameworld. As a spotty 16-year-old, I wondered if I could just bypass all the recruiting and mount my own single-handed assault on the enemy HQ. After carefully picking my way through enemy territory on a snowmobile, I somehow braved an onslaught of bullets and mortars to destroy the enemy base - without doing what the game expected of me.
The final notable entry in this compact flurry of free-roaming innovation is, to my mind, the game that most obviously inspired the openworld games we take for granted today. And yet, few people seem to remember it, while fewer still ever played it. Hunter was the name, a 1991 Amiga and ST release by Activision. Much like Midwinter, you were cast as the lone soldier capable of taking down an enemy army, but even through the blocky graphics and rudimentary character models, it's hard not to see the resemblance to the later GTA games. While it wasn't exactly overstocked with buildings, those that did exist could be entered, and interaction with the NPCs inside was vital to success. The game even offered three ways to play; the narrative-driven Hunter mode, the reassuring linearity of Missions mode and the completely open-ended Action mode, where you were free to destroy the enemy installations in whatever order you fancied, using any means available.
It's in its generous exploration options that Hunter's influence is still being felt. Over a decade before GTA allowed players to roam its urban sandbox in dozens of different ways, Hunter was offering a generous selection of vehicles. Set across a series of islands, players were able to explore the world on foot, or take advantage of the numerous transport options. From obvious selections, such as cars and boats, to less obvious ways of getting around, like bicycles and surfboards, Hunter offered one of the most versatile gaming environments of its time. There was even a helicopter, allowing aerial exploration for anyone capable of mastering its twitchy controls.

Hunter. Not our favourite Gladiator, but you probably still would.
With the prospect of open-ended 3D worlds firmly established, it took the games industry a few years to really take advantage of it and hammer it into the shape we know today. Quarantine, the 1994 PC and 3DO openworld car game, is often cited as an example of the genre's development, though frankly it has more in common with purely vehicular romps like Carmageddon and Driver than anything else. No, we'd have to wait until 1997 for the potential to be realised, thanks to a certain bunch of Scottish rogues.
Grand Theft Auto burst onto the PlayStation and PC in 1997, bringing together the top-down lunacy of arcade games like APB with the open-plan cityscapes so tantalisingly suggested by the games we've already dissected. Its viewpoint helped to distance the gamer from the amoral carnage they were creating, but by applying a dark sense of humour to the sandbox arena, DMA Design found the way to make such epic exploration appeal to the masses.
And yet...we're not going to dwell too much on GTA just yet. While the original game, and its sequel, were clocking up the sales DMA had another stroke of genius going largely unnoticed on the N64. Body Harvest launched exclusively on Nintendo's console in 1998, and in retrospect provides a pretty much complete template for the game GTA III would become. Notably similar in style to Hunter, Body Harvest found players defending towns and villages from voracious aliens, completing basic missions along the way. Numerous vehicle types were available, with players free to jump in or out of them at any time. The game was still restricted by the traditional level and boss battle formula, but in terms of technical development, it was clear where the GTA series was going next.

Urban Chaos. Poor old Union City - it's enough to make you cry. [Awful - Ed]
But before we get there, lets quickly tip our hat respectfully in the direction of Urban Chaos, Mucky Foot's openworld cops-and-crims game which beat GTA III to the shelves by two years. Released for the PC in 1999, before slowly making its way to both Dreamcast and PlayStation, Urban Chaos (not to be confused with the recent riot-based first-person shooter) featured Darci Stern, a rare black female action lead in a game, cleaning up the streets of Union City. Able not only to run and drive, but also to clamber onto rooftops and engage in combo-based fist fights with suspects, Urban Chaos was a resounding flop on release, though its influence on later titles such as Crackdown are hard to ignore.
And so we reach 2001, and the end of our journey with the launch of Grand Theft Auto III. Although I've hopefully shown that its impact was hardly unprecedented, it remains a landmark game as much for its attitude and swagger as for the way it nimbly pulled together the disparate threads left dangling by many of its forebears. Once gamers had visited Liberty City, the prospect of freely exploring expansive worlds in a non-linear fashion went from being a curious backwater of the adventure genre and became the preferred choice for many third-person action games. And, just as we waited to see what GTA III could deliver, so we're now waiting to see what innovations GTA IV can add to the mix...and whether or not it will be enough to retain its crown as the daddy of openworld gaming.
You may also like...
-
Why Can't Games Do Sex?
-
Dear Esther Review
-
UFC Undisputed 3 Review
-
Eurogamer.net Podcast #100: Ellie returns! And we filmed it!
-
Girl Vader stars in Kinect Star Wars trailer
-
Remedy discusses Alan Wake 2
-
Will there be a PS3 version of The Witcher 2?
-
Darksiders 2 release date announced
-
Mojang won't sue FortressCraft dev, "bored" by Minecraft clones
-
Mass Effect 3 teaser trailer invades Earth
-
Assassin's Creed 3, Splinter Cell: Retribution coming this year?
-
Metal Gear Online to be switched off in June
-
Only Modern Warfare 3 made more money than Skyrim in 2011
-
If I Were in a Sealed Room With a Girl, I'd Probably XXX trailer
-
Total War: Shogun 2: Fall of the Samurai gameplay
-
Happy Action Theater Review
-
App of the Day: Candy Train
-
Motorola Xoom 2 Tablet Reviews
-
PlayStation Vita trailer launches new Sony campaign
-
Who Killed Rare?
-
Why Devs Owe You Nothing
-
Dead Island dev's Haste becomes Mad Riders
-
Skullgirls trailer features Nurse Valentine
-
Digital Foundry: PS3 Skyrim Lag Fixed?
-
Wii RPG Pandora's Tower release date









Comments (69) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
doowhatyoulike? What's that?
Comment below viewing threshold Show
Does it need any more explanation ?
Comment below viewing threshold Show
In case you missed it
I'm the one that said
"just grab 'em in the biscuits"
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
The FPS of the same name was a class act too, and badly needs to go BC.
Comment below viewing threshold Show
I remember Urban Chaos. :x
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Since this was released 1985 it should have made it into this article.
Comment below viewing threshold Show
GTA III owes more to Ocarina of Time than anything else.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Shadow of the colossus would be the only open world game I liked because of the stripped-down approach.
Comment below viewing threshold Show
Comment below viewing threshold Show
Jogged my memory of APB also made me realise that Realtime World's new MMO APB must take it's name from this?
Comment below viewing threshold Show
Comment below viewing threshold Show
Yes, I know that's what was intended. What didn't make sense was the run on and "doo". Obviously, I'm missing something here.
Comment below viewing threshold Show
I think a lot of Mercenary revolved around going to certain co-ords with certain items, and there was no handy compass to point you in the right direction. And if you messed up there was no second chance. Also an extremely abstract game, lots of wandering about in mazy underground tunnels consisting of four white lines.
Instead I used to just go around flattening all the wireframe buildings, then find the cheese and fly it up to that floating platform in the sky.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
You're right! GTA III is basically Zelda, but going out of your way to do bad things in a semi-non-fantasy setting. Zelda flows better though, IMHO.
Comment below viewing threshold Show
Comment below viewing threshold Show
As I said in the feature regarding Adventure, "from this tiny acorn grew many gamey oaks, including pretty much the entire RPG genre, but for the sake of brevity we'll leave that branch of the free-roaming tree untouched for another time."
The development of the openworld RPG is a feature in itself.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Midwinter 2 was cool. You could actually walk from the land into the sea and explore under water. Awesome stuff!
Comment below viewing threshold Show
I too was way too young to play Elite back in the days. There is, however, a pretty decent open source remake called Oolite which is certainly worth playing.
Picking up my old GTA and GTA2 cd:s and finding them scratched makes me sad.
Comment below viewing threshold Show
I win! (again)
Also, I've said it before and i'm saying it again (now):
Urban Chaos had leaves, GTA didn't (it had newspapers). What do I win?
Comment below viewing threshold Show
Comment below viewing threshold Show
It was belittled because of the whole gore thang, but it was actually a very revolutionary/influential game.
Comment below viewing threshold Show
Comment below viewing threshold Show
Actually they do, but I owed it to that game to say that.
Comment below viewing threshold Show
I really need to play Crackdown.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Fine... make me out to be a big dumb jerk.
I do think the Elder Scrolls games are better described as sandbox than other rpgs.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
/tries to read his shopping list
Comment below viewing threshold Show
Comment below viewing threshold Show
You're making me feel old now. I remember saving up my £15 and buying Elite, I only ever made it to Deadly but I loved that game.
Comment below viewing threshold Show
Another great Amiga game which allowed you to totally deviate from the basic storyline (and totally go beserk in the gameworld) was Millennium's "The Adventures of Robin Hood".
Oooh and "Hill Street Blues" by Krysalis!
Comment below viewing threshold Show
Kinda surprised that no one's sung the praises of Body Harvest yet, though. That game was seriously, freakin' awesome. It blew my tiny, little brain out. And replaced it with a giant, knowledge-filled brain OF AWESOME. I can't remember why I bought it now; whether is was a gift from an unknowing relative, a realisation of DMA Design's game making prowess, or just because the name 'Body Harvest' screams "You have to buy me. I'm freakin' called BODY HARVEST. What the hell more do you want?" And it did have everything: massive worlds, ice-cream vans, large guns, the ability to drive around and shoot GIANT SPACE ANTS. Lot of fond memories of that game.
Everyone that hasn't played it owes it to themselves (and Jesus) to give it a go. Or risk burning in the fiery pits of 'I haven't played one of the most awesome games of the N64 generation' Hell. I think that's somewhere between the third and fourth circles of Hell, for those planning a trip. Cerberus should know the way.
Also, Quarantine kicked ass. Homicidal taxi drivers? Magic. Shame I didn't appreciate it that much when I was younger. I had to come back to it years later before I really got into it. And by then, it was a bit flaky on the modern hardware. It was a bushel of aces, though.
Comment below viewing threshold Show
Comment below viewing threshold Show
<a href="http://www.ianc gbell.clara.net/elite/
">http://www.ianc gbell.clara.net/elite/
</a>
Comment below viewing threshold Show
Comment below viewing threshold Show
Great!
Comment below viewing threshold Show
"And we also have the structure of the game; non-linear and open-ended, leaving it up to the player to decide what tasks to tackle and when."
If gaming mags want to be taken seriously they should look beyond the obvious pr-tactics.
Open-endedness, sandbox, open environment is crap talk.
The writer is certainly right in throwing Freelancer in the same pot as the GTAs, as both are trying to make you believe in an open world yet leave no game behind if you're not going through the totally linear (and badly written) story missions. How open is something that doesn't let you influence the game world in any serious way?
Even a rather linear experience like Baldur's Gate or the old Interplay LOTR-rpgs are more open, because they let you change your environment, but the Fallouts are the most open ended games I can think of right away.
By the writers standard of sandboxy games even Half-Life would qualify, it lets you take on fights with the weapon of your choice after all. Or the old Resident Evils, which lets you get through without killing everything and sometimes you even have the possibility to choose which of two ways you take. All GTA really does is instead of immediately dropping you in a level you have to get there by yourself.
Of course I'm totally wrong if sandbox actually means pre-built granite castles with marbles strewn all over and no sand at all.
Comment below viewing threshold Show
Postman Pat - hahha, bought for my little sister, I spent much more time than her playing it - what a game! Most people totally ignored it though as it was a "kids game". Bahh.
Also, GTAIII remains my favourite of the series - something about the city that drew me in much more than the others. Although that will change with GTAIV, which is frankly brilliant.
And finally Elite. If I had to survive on a desert island with just 5 games (and the hardware to play them on!), Elite would certainly be one of the 5, even today. Although preferably one of the 16-bit versions, as I'm such a graphics whore
Comment below viewing threshold Show
Just a pity they didn't pay the electric bill and turn on the lights...
Elite. Ah, those were the days. For all you young 'uns interested in a genuine watershed moment in games, as folks have mentioned there's plenty of windows emulators to have a pop at it. Sure, it looks and plays as dated as Phillip Schofield's haircut, but compared to the average games of the day (still dominated by 2D sprite 1 screen Galaxian and Pac Man clones which wouldn't stretch a Game Boy), it was somewhat akin to what firing up a real Tron digitiser and getting full immersion VR Halo would be today. Nothing before or since has made such a gigantic impact on what we thought was possible in a computer game, let alone on a home system. Genuine genius.
/polishes Order of the Elite badge and remembers being hardcore.
/dies of old age
Comment below viewing threshold Show
That's "GTA Caribbean" right there for you.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
It was a game well ahead of it's time and a joy to play. Not bad for a game released in May 1986!
Comment below viewing threshold Show
wasn't the strike series a bit of an open work affair allbeit from a different angle ... still think this is a series that should make a next gen comeback
Comment below viewing threshold Show
Comment below viewing threshold Show
Turbo Esprit is an omission though!
Comment below viewing threshold Show
Comment below viewing threshold Show
But a whole article and 76 comments and no-one's mentioned Lords of Midnight - really? REALLY??!