The following is a design concept I recently made after the announcement of the new Bioshock being an Open World game. The design follows a style suitable for the original game release in 2013.
Introduction
The world would be a narrative driven, modular open world, divided in regions player frees to progress and obtain Vox's support. Vox populi are an in-game faction opposed to the main villain's army.
Each area is first occupied by Comstock, presenting an obstacle for the player to loot and find quests.
Game World
Traversal Vehicles / Structures
There are 3 main ways to travel across the map:
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Available since the start of the open world phase, allowing free exploration; Can be used after Booker obtains the Sky-Hook in Town Center. |
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Used to travel from an air pier to another once the relative area has been liberated; Allows fast travel processed with a cinematic or a loading screen. |
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Roams around the map following a specific route visible to the players on the map; If not freed, enemies attack the player while the Zeppelin keeps going on route |
None of the vehicles is actually "drivable" by the player, they either follow a path or have a loading:
Columbia is characterized by the floating structures, so while the game can adapt the connection between regions, the player may not, resulting in unclear world rules or feeling lost.
Grammar Map Design
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We saw what occupies the game world, but what happens in it? Let's take a look:
Points Of Interest
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Live World Elements
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We talked a lot about the open world elements, now let's take a look at how players are spending their time in this world: What's the purpose of a world if nobody populates it? Warning, spoilers!
Objectives and Rewards
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If you are interested in Bioshock Infinite's progression, you can take a look at my previous articles.
Now let's talk about quests: What guides the player during the whole game?
Quests
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Core Aesthetics
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These are only the main generated aesthetics, an MDA analysis would provide further information.
Opportunity
Vox Populi's troops around the map will ask the player to help them defeat Comstock's troops:
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That's it! This was my design concept for an Open World. This could of course be expanded to talk about each element in detail, but being just a concept I don't think it would be the case.
I really hope you liked it, if you have any feedback, suggestion or thoughts let me know, I'd love to hear your opinion!
Thank you for taking the time to read this, I really appreciate it. See you soon!