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How to Build an Original Open-World Game Without Copying the Games You Admire

Build an open-world game from the player experience you want to create—not a favorite game's characters, missions, or recognizable expressive details. A practical process for learning from influences, prototyping systems, and assessing similarity and scope.

By VGSources Team 4 min read

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Study what your favorite open-world games make players feel and choose—not the particular characters, places, missions, or visual details they use. Then build a different experience from your own premise, world logic, activity loop, and production constraints. That is a practical route to original design, not a legal formula or guarantee against disputes.

Start with the experience, not a feature list

Write one plain-language sentence describing what the player repeatedly does and why it matters. Focus on the activity and its emotional promise before naming features borrowed from other games.

For example, decide whether discovery comes mainly from navigation, social choices, environmental change, risk, or another interaction. This gives each design decision a purpose: the world and its systems should support the experience you are promising, not simply resemble a favorite game’s checklist.

Turn influences into design questions

For each game you admire, identify the player problem it solves. Does it invite exploration through landmarks? Teach a system through safe experiments? Let players approach an encounter in several ways? Connect a recurring activity to a theme?

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Separate the design insight from the implementation. “Players can find their own route” is a design question; reproducing a famous map, character, mission sequence, dialogue style, or recognizable combination of expressive details is copying specifics. Answer the question through your own premise, setting, constraints, and expressive content. Avoid reusing distinctive names, story beats, characters, art, dialogue, or music.

Make the world serve its central interaction

Choose terrain, landmarks, traversal, encounters, and activity density to make the core interaction work. If navigation is the main pleasure, routes and sightlines matter. If the game is about environmental change, the player needs ways to notice and influence that change. If climbing is central, terrain should create meaningful route choices rather than function as scenery alone.

One documented example is Baby Steps. GDC’s 2026 session description says a very small team made a vast world and that exploring and curating randomly generated terrain contributed to route-finding and climbing challenges. That is one approach, not evidence that procedural terrain suits every project. Read the GDC session description.

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Design activities for more than one approach

Players may reach an objective in different orders, from different directions, or with different knowledge. Test whether an activity still makes sense under those conditions: can players understand what matters, find a viable way forward, and encounter a challenge that fits the intended emotional tone?

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GDC Vault’s 2016 listing for “Level Design Workshop: 360 Approach for Open World Mission Design” describes attention to objectives, gameplay focus, difficulty progression, and emotional themes. Treat that as a useful set of questions for your own missions, not a universal recipe. See the session listing.

Prototype the interactions that make your game distinct

Open worlds can make systems interact in ways that are hard to predict from a feature list. Prototype the combinations that define your design before expanding the world or multiplying its content. Ask whether the interactions create useful player choices or simply add complexity.

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GDC Vault’s listing for Insomniac Games’ Sunset Overdrive session describes adapting workflows and prototyping overlapping gameplay systems in a shared gameplay space. It supports the value of examining workflow early, but does not prescribe a particular tool or pipeline. See the session listing.

Compare design approaches against your constraints

When you have competing ideas, assess each against the experience you intend to create and the work your team can sustain. These comparison axes are a practical synthesis of the design topics in the cited GDC sessions, not a standardized industry rubric.

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Axis Question to ask
Player experience What meaningful choice, discovery, tension, or expression does this approach create?
System interaction Do the systems produce useful combinations, or mostly add complexity?
World support Do terrain, routes, landmarks, and activities reinforce the intended play?
Progression and emotional shape Does the experience work across different approaches and player order, and does the challenge support the theme?
Team and production fit Can the team prototype, author, and maintain this approach at the intended scale?

Revisit the answers as the prototype changes. A feature earns its place when it strengthens the promised experience enough to justify the work of building and maintaining it.

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Review similarity and scope separately

Compare your prototype with its influences. Is the resemblance a broad genre convention, or does it reproduce particular expression or a distinctive arrangement of details? Revise the latter toward choices grounded in your own premise and world logic.

Then assess scope on its own terms: which systems actually support the experience, and can your team build and maintain them? The cited design examples show different approaches and constraints; they do not establish a standard team size, budget, world scale, or score for originality.

What U.S. copyright guidance says—and does not say

This is a general summary of U.S. Copyright Office and statutory material, not legal advice. The U.S. Copyright Office says, “The idea for a game is not protected by copyright. The name or title given to the game and the methods for playing it are not protected by copyright.” It also explains that parts of a game may be protected when they contain sufficient literary or pictorial expression, such as game-rule text or artwork. See the Copyright Office’s guidance on games.

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U.S. copyright law likewise states that protection does not extend to an idea, procedure, process, system, method of operation, concept, principle, or discovery, regardless of how it is described or embodied. Read 17 U.S.C. § 102(b).

The Copyright Office describes copyright as protecting original works of authorship fixed in tangible form; its guidance explains that independent creation means creating without copying, and that copyright exists automatically in an original work once fixed. Read the Copyright Office’s overview of copyright.

These general statements do not mean that anything labeled a “mechanic” is automatically safe to reproduce. A game can contain protectable expression, and legal questions depend on the material, jurisdiction, and circumstances. If a specific legal risk matters, consult a qualified lawyer familiar with the relevant jurisdiction and facts.

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

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