The thing with open world though is that it's never been about level design or orchestrating anything. The best open world games (or at least the best moments in open world games) are about systems clashing together to create dynamic fun.
The car chases in GTA aren't supposed to be scripted, but just a product of all the world's elements. Far Cry 3 is supposed to be about planning around what happens to be in the environment and what your situation happens to be at that particular time.
The first Assassin's Creed was supposed to be about stealthing around however you had to in order to complete a set of objectives in an ever-changing environment. That didn't work out so well so all the subsequent games have ended up severely constraining what really makes open-world games work. ACII was basically a pretty good linear game set within an open-world environment that still showed flashes of open-world mechanics meshing together in some of the missions. The rest since have been just iterations on that.
The exception is probably Bethesda's games, which are called open world but aren't open world in the same sense as GTA. They're sort of their own tangent on the Ultima Underworld lineage of design but with much larger environments.
They didn't. Open world emerged on consoles last gen of course (at least that's when it got popular. I hear it's been a tradition in British game design for a very long time). This generation is really the time when first person simulation RPGs became popular on consoles.
The car chases in GTA aren't supposed to be scripted, but just a product of all the world's elements. Far Cry 3 is supposed to be about planning around what happens to be in the environment and what your situation happens to be at that particular time.
The first Assassin's Creed was supposed to be about stealthing around however you had to in order to complete a set of objectives in an ever-changing environment. That didn't work out so well so all the subsequent games have ended up severely constraining what really makes open-world games work. ACII was basically a pretty good linear game set within an open-world environment that still showed flashes of open-world mechanics meshing together in some of the missions. The rest since have been just iterations on that.
The exception is probably Bethesda's games, which are called open world but aren't open world in the same sense as GTA. They're sort of their own tangent on the Ultima Underworld lineage of design but with much larger environments.
I dunno if I would say any of these categories emerged this gen.
They didn't. Open world emerged on consoles last gen of course (at least that's when it got popular. I hear it's been a tradition in British game design for a very long time). This generation is really the time when first person simulation RPGs became popular on consoles.