Minecraft in the context of "Open world"


Minecraft in the context of "Open world"

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⭐ Core Definition: Minecraft

Minecraft is a sandbox game developed and published by Mojang Studios. Formally released on 18 November 2011 for personal computers following its initial public alpha release on 17 May 2009, it has been ported to numerous platforms, including mobile devices and various video game consoles.

In Minecraft, players explore a procedurally generated, three-dimensional world with virtually infinite terrain made up of voxels (cubes). Players can discover and extract raw materials, craft tools and items, and build structures, earthworks, and machines. Depending on the game mode, players can fight hostile mobs, as well as cooperate with or compete against other players in multiplayer. The game's large community offers a wide variety of user-generated content, such as modifications, servers, player skins, texture packs, and custom maps, which add new game mechanics and possibilities.

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👉 Minecraft in the context of Open world

In video games, an open world is a virtual world in which the player can approach objectives freely, as opposed to a world with more linear and structured gameplay. Notable games in this category include The Legend of Zelda (1986), Grand Theft Auto: San Andreas (2004), Red Dead Redemption 2 (2018), and Minecraft (2011).

Games with open or free-roaming worlds typically lack level structures like walls and locked doors, or the invisible walls in more open areas that prevent the player from venturing beyond them; only at the bounds of an open-world game will players be limited by geographic features like vast oceans or impassable mountains. Players typically do not encounter loading screens common in linear level designs when moving about the game world, with the open-world game using strategic storage and memory techniques to load the game world dynamically and seamlessly. Open-world games still enforce many restrictions in the game environment, either because of absolute technical limitations or in-game limitations imposed by a game's linearity.

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