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Leroux: I can imagine open world adventure games to be fun, but I think they'd be pretty hard to pull off, requiring a lot of resources and pretty good writers. If story-telling is the main focus, the story or stories would have to be really engaging, but at the same time they would require a different kind of story-telling than what you'd find in most other adventures and videogames, due to the non-linearity and open world. So far, the games with good stories are rarely non-linear, and open world games seldom have gripping stories. I would be interested in such an experiment, bit it's sound quite complicated, expensive and risky.
One could try such an experiment on a smaller (but still open) world; that would greatly reduce the complexity of such a project. You would still need to use a different kind of story-telling, but this would at least reduce the complexity (and the cost) to manageable levels. (In fact, if you want, you could try making such a game in something like Inform, if you don't mind it being a text adventure.)
What about an open universe? Starbound matches your criteria, I think.
Dwarf Fortress nearly fits the mark.

Except you totally can gut a raccoon by hand.
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Cambrey: What about an open universe? Starbound matches your criteria, I think.
Starbound not only has a combat system, but it sucks, at that.
Post edited September 14, 2018 by Darvond
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Telika: I disagree with that quite strongly. Based on the fact that at its most entertaining or thrilling, my life has been pretty "open world", yet features no physical fights, and barely any stats increase.
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Anothername: Your stats in "writing; English" is now considerably higher than a day after you birth. ;)
True. But my stats in "pronouncing english" haven't moved since day one.
Early Sierra games would count, I think. One of the first things any King's Quest player would do is get a piece of paper and start mapping the game out because you can go just about anywhere from the start, and you can start solving any puzzle when you like.

Infocom games like Zork and Planetfall were based on just putting you in the game and letting you solve stuff as you could. Really, a lot of early adventure games would count because in the early days the genre was more like an alternate approach to tackling the "pen-and-paper RPG on a computer" problem - instead of emphasising rolling up a character and forcing you into tactical combats, upgrading equipment, etc., it was about putting you in a world and creating a sense of atmosphere as you went deeper into it.
I'd almost put Pajama Sam into that category but you do need to get certain items to access other parts of the game world, in some cases (like getting a board to show Otto the boat that wood floats in water, then being able to go into the stream).
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dtgreene: One could try such an experiment on a smaller (but still open) world; that would greatly reduce the complexity of such a project. You would still need to use a different kind of story-telling, but this would at least reduce the complexity (and the cost) to manageable levels. (In fact, if you want, you could try making such a game in something like Inform, if you don't mind it being a text adventure.)
Escape the room games? "Open world" - well there is only one room which is "the world". Some allow the tackle several puzzles at once in any order...
It seemed a bit dull to me but I've seen some praise for Yume Nikki, maybe you'd enjoy that one.

https://www.youtube.com/watch?v=7UMJ9PDKxGI

Has kind of a Mother/Earthbound vibe to it.

You might also enjoy Seiklus:
https://entropypump.wordpress.com/2006/12/02/seiklus-2003/
Post edited September 15, 2018 by ResidentLeever
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amok: define "pure adventure game"
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dtgreene: As I said, an adventure game that does not borrow aspects from other genres.
that makes no sense. you can not define something by what not it is not. define "adventure game"
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