
{"id":11979,"date":"2021-05-20T16:15:00","date_gmt":"2021-05-20T20:15:00","guid":{"rendered":"https:\/\/dviouscontent.com\/index.php\/2021\/05\/20\/more-than-just-dots-on-a-map-the-challenges-behind-open-world-game-creation\/"},"modified":"2021-05-20T16:41:04","modified_gmt":"2021-05-20T20:41:04","slug":"more-than-just-dots-on-a-map-the-challenges-behind-open-world-game-creation","status":"publish","type":"post","link":"https:\/\/dviouscontent.com\/index.php\/2021\/05\/20\/more-than-just-dots-on-a-map-the-challenges-behind-open-world-game-creation\/","title":{"rendered":"More Than Just Dots On A Map: The Challenges Behind Open-World Game Creation"},"content":{"rendered":"<p> [ad_1]<br \/>\n<\/p>\n<div property=\"schema:text\">\n<p>Introduction<\/p>\n<p class=\"firstgraph\">Video video games are continuously getting extra formidable, whether or not it\u2019s from advances in know-how providing new potentialities or builders constructing on previous improvements. One space that retains flourishing is open-world design. Gamers gladly immerse themselves in digital environments for hours on finish, uncovering each attainable aspect and secret. However retaining gamers entertained for the lengthy haul isn\u2019t so simple as randomly filling the map with varied knick-knacks and sidequests. Builders continuously have to search out new and attention-grabbing methods to maintain the journey by means of these large landscapes thrilling, whereas additionally making them really feel like residing and respiration entities. In these huge locales, myriad actions present enjoyable diversions, NPCs reside out full lives, and intriguing discoveries are round each bend.<\/p>\n<p>Everybody can keep in mind their favourite world to discover, however what goes into constructing these vistas that slowly sprawl out earlier than you? We have been curious concerning the course of behind these fascinating locations and the design choices that deliver them to life. To study extra about this intense endeavor, we chatted with a number of builders from award-winning studios comparable to Ubisoft Montreal and Quebec, Sucker Punch, Insomniac Video games, and CD Projekt Purple, to see what goes into these worlds that we voluntarily lose ourselves in.<\/p>\n<p>Setting The Stage<\/p>\n<h2>Setting The Stage<\/h2>\n<p>Like most endeavors, there isn\u2019t a proper or incorrect method to constructing a digital world, however the setting does affect the construction, actions, and every part else. When engaged on the Murderer\u2019s Creed collection, Ubisoft takes under consideration the historic time interval and real-world places, whereas CD Projekt Purple referenced Mike Pondsmith\u2019s pen-and-paper-RPG supply materials when deciding on places and districts for Cyberpunk 2077. Different video games, like Immortals Fenyx Rising, Ubisoft Quebec\u2019s lighthearted tackle Greek mythology, embrace the artistic freedom that comes with a fantastical setting. All builders have totally different guidelines and philosophies about how far they\u2019re prepared to go by way of realism \u2013 taking liberties and making concessions within the identify of creating a recreation extra enjoyable.<\/p>\n<article class=\"embedded-entity\">\n<div class=\"file file--type-image file--mimetype-image-jpeg file--view-mode-body-default-rendered\">\n<div class=\"content\">\n<div class=\"field field--name-uri field--type-file-uri field--label-hidden gi5-uri gi5-file-uri field__item\"><img decoding=\"async\" src=\"https:\/\/www.gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2021\/05\/20\/4ed5ab50\/02_0.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\"\/><\/div>\n<\/p><\/div>\n<\/div>\n<p>Murderer\u2019s Creed Valhalla<\/p>\n<\/article>\n<p>For Murderer\u2019s Creed Valhalla, stage design director Philippe Bergeron stated the crew had one purpose: \u201c[We] wish to ensure that [the players] get the best hits of being a Viking.\u201d This meant figuring out the long-lasting landmarks, characters, and historic occasions earlier than dropping them right into a geographical map. \u201cWe took a top-down view of England,\u201d Bergeron says. \u201cWe knew for positive we wanted to have Stonehenge and London. We additionally knew we wanted to in all probability have York; it was like one of many greatest port cities again then \u2026 and people White Cliffs of Dover, like on the southern fringe of the map.\u201d Ultimately, Ubisoft Montreal determined to offer every territory its personal narrative arc, which might introduce you to vital locations and figures by means of the primary plot, but additionally maintain its share of environmental storytelling to offer every space its personal taste and really feel.<\/p>\n<p>You&#8217;ll be able to\u2019t play by means of Sucker Punch\u2019s Ghost of Tsushima with out noticing its serene magnificence and placing locales. The crew definitely did a whole lot of analysis into Japan and took inspiration from Akira Kurosawa movies for its samurai story, however it additionally wasn\u2019t afraid to punch issues up. Sucker Punch took a number of the most attention-grabbing pockets of the real-world island of Tsushima and expanded them to make its complete map appear to be the sorts of locations that may present up in somebody\u2019s Instagram feed. As an example, take the Golden Forest; as an alternative of getting each sort of tree that truly grows there, the crew centered on utilizing orange and yellow hues for the bushes. \u201cYou&#8217;ll be able to see it from throughout the island; it positively stands out,\u201d says artwork and artistic director Jason Connell. \u201cIt\u2019s not technically sensible, however it isn\u2019t not sensible both. These are ginkgo bushes, and bushes like that do develop in that space. So it\u2019s received sufficient believable actuality.\u201d<\/p>\n<article class=\"embedded-entity\">\n<div class=\"file file--type-image file--mimetype-image-jpeg file--view-mode-body-default-rendered\">\n<div class=\"content\">\n<div class=\"field field--name-uri field--type-file-uri field--label-hidden gi5-uri gi5-file-uri field__item\"><img decoding=\"async\" src=\"https:\/\/www.gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2021\/05\/20\/2cb21e90\/03_0.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\"\/><\/div>\n<\/p><\/div>\n<\/div>\n<p>Marvel\u2019s Spider-Man: Miles Morales<\/p>\n<\/article>\n<p>Insomniac Video games had one rightfully vital characteristic drive the way it constructed the world for its Spider-Man titles: the web-slinging. Having New York as its vacation spot might have given Insomniac a template to work with, however the crew had to consider traversal from the attitude of Spider-Man. Miles Morales director Cameron Christian stated as soon as the crew began asking these questions and determining distances and heights, every part began coming collectively. \u201cThere was a whole lot of exploration early on, like how briskly is our Spider-Man swinging?\u201d Christian recollects. \u201cAnd we began determining, properly, for each two swings, we wish him to go one massive constructing &#8230; and we began to get concepts for metrics and scale and measurement \u2026 We performed lots to find out, the place can we exaggerate heights to simply make it attention-grabbing to swing throughout town?\u201d<\/p>\n<p>For CD Projekt Purple, narrative reigns supreme, and it tucks away sure threads inside its worlds to pique your curiosity. In Cyberpunk 2077, the crew used fixers and gigs to introduce you to the problems of the world. As an example, Regina represented the district of Watson and her gigs have been a possibility to find out about Night time Metropolis\u2019s social points, like cyberpsychosis amongst veterans. \u201cWe attempt to get avid gamers used to the very fact that there&#8217;s a story behind each nook and behind each player-activity on this planet,\u201d says open-world director Bartosz Ochman. \u201cThese small narrative bites are interconnected with one another, generally like a spider\u2019s net, generally like Matryoshka dolls. You&#8217;ll be able to eat them one after the other, however when you go deeper into the tales behind them, you will note that they&#8217;re a part of the larger image.\u201d<\/p>\n<aside>\n<h2>The Energy Of Photograph Modes<\/h2>\n<div class=\"more\">\n<p>Photograph Modes have grow to be more and more common prior to now few years, giving avid gamers a brand new method to work together with their digital world and go away with a everlasting memento to point out off to buddies. This enjoyable mechanic has rapidly grow to be one other exercise and anticipated characteristic of our journey by means of worlds. Builders have definitely taken discover, including new filters, poses, and sharing options. It additionally doesn\u2019t harm that it comes with one other large bonus: rising engagement. \u201cIt will get individuals shifting across the metropolis,\u201d says Insomniac Video games director Cameron Christian. \u201cThe decision for video games now could be so excessive, and it simply appears to be like so superior that folks wish to seize these photographs from the sport. I believe there\u2019s an enormous social-media part to it. It\u2019s a way of creativity, and sharing [your] journey in a recreation in social media makes it really feel extra actual in some [ways].\u201d<\/p>\n<p>Builders have additionally seen one other profit: It\u2019s helped gamers cease and scent the roses to really take on this planet\u2019s sights. \u201cThere are lovely galleries of individuals simply taking their time,\u201d says Murderer\u2019s Creed Valhalla artwork director Raphael Lacoste. \u201cEven some individuals will inform me, \u2018Okay, I\u2019ve been taking part in this recreation for 120 hours, however I\u2019ve been spending virtually 40 hours utilizing the picture mode. It\u2019s actually flattering for the crew to listen to that as a result of it signifies that the work is actually appreciated by the individuals who actually take the time to simply take photographs and benefit from the meditative moments \u2013 taking part in with currents, and stuff like that.\u201d<\/p>\n<\/div>\n<\/aside>\n<p>Revealing The World<\/p>\n<h2>Revealing The World<\/h2>\n<p>As soon as a participant steps right into a world, it\u2019s as much as them to discover it and make discoveries. All through the years, builders have had some ways of offering indicators and icons for every part from facet quests to minigames to treasure. Some video games allow you to see the map and every part it gives unexpectedly, others slowly reveal themselves, requiring you to go to a spot or take down an outpost to see an space\u2019s choices. Some avid gamers love having course and a listing of issues to do earlier than them, checking off one activity after the following. Others love making their very own discoveries, feeling extra rewarded having stumbled upon gold or secrets and techniques. Builders are continuously experimenting with the perfect methods to unveil the map to gamers, and it\u2019s been fascinating to see the totally different approaches and the way they labored for various experiences.<\/p>\n<p>One of many extra distinctive methods to search out your method was not too long ago achieved in Ghost of Tsushima, which had you following the wind to your required vacation spot on the map. Surprisingly sufficient, Sucker Punch didn\u2019t all the time have a guiding gust within the recreation, initially opting for the standard, minimal compass to observe. \u201cWhat we ended up discovering [was] lots of people simply stare on the compass or icons,\u201d Connell says. \u201c[The wind] factors you in a course, however as an alternative of trying up on the high of the display &#8230; you ended up trying on the world. You&#8217;re extra immersed, however it\u2019s giving you a similar quantity of data.\u201d<\/p>\n<p>Sucker Punch took a minimalist method to the knowledge it placed on the map for good cause; it created a wide ranging world, and the crew wished to maintain you in it. Whether or not it was merely offering a query mark as a touch to an space you must discover or displaying the rewards upfront to entice you towards a quest, once you seemed on the map, Connell stated the crew wished it to be as easy and simple to make use of as attainable so you bought proper again to the sport. \u201cThe purpose needs to be: How can we maintain you within the recreation world as a lot as attainable?\u201d Connell says.<\/p>\n<p>One other problem was determining the correct amount of content material density for a world that at instances could possibly be extra contemplative. \u201cWe didn\u2019t need it to be like, \u2018Each 10 seconds there\u2019s one thing taking place,\u2019 however for Ghost of Tsushima, it couldn\u2019t be each three minutes \u2013 that\u2019s too lengthy,\u201d Connell says. \u201cWe wish individuals to be satiated of their exploration and really feel rewarded for that minute or two or 30 seconds of simply going off in a course.\u201d Talking of these aforementioned query marks, Connell stated they have been a late addition as a result of individuals wished some course towards discoveries, however the crew didn\u2019t wish to present its complete hand.<\/p>\n<article class=\"embedded-entity\">\n<div class=\"file file--type-image file--mimetype-image-jpeg file--view-mode-body-default-rendered\">\n<div class=\"content\">\n<div class=\"field field--name-uri field--type-file-uri field--label-hidden gi5-uri gi5-file-uri field__item\"><img decoding=\"async\" src=\"https:\/\/www.gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2021\/05\/20\/71ec3af8\/04_0.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\"\/><\/div>\n<\/p><\/div>\n<\/div>\n<p>Immortals Fenyx Rising<\/p>\n<\/article>\n<p>That\u2019s the troublesome half. Everybody has their very own preferences in how they make discoveries and the way a lot steerage they need. In Immortals Fenyx Rising, you&#8217;ve gotten the farsight capacity, which lets you establish objects and actions on this planet and reveal them on the map. Director Scott Phillips stated the crew tweaked how highly effective this instrument could be proper up till the sport went gold. \u201cI really feel like with farsight, we [didn\u2019t exactly] nail what I wished to get,\u201d he says. \u201cHowever we wanted to ensure that individuals felt that the world had sufficient to supply them \u2013 that they continued to have interaction with it. I believe the place we ended is a bit too simple.\u201d<\/p>\n<p>Murderer\u2019s Creed Valhalla modified up how the collection categorized issues, offering totally different colours to point what may await you: wealth (gold), mysteries (blue), artifacts (white). \u201cThat was type of to play with the notion of thriller,\u201d Bergeron says. \u201cPreviously, we might say, \u2018That is the blacksmith, this can be a tomb, and this can be a sort of collectible.\u2019 Mainly, it turns into a chore of \u2018I would like to gather all of the gems\u2019 or \u2018I would like to gather all of the blacksmiths.\u2019 We have been eradicating that type of identifier. It\u2019s like a Kinder egg. You\u2019re excited to open up that chocolate egg and see what toy is gonna be inside.\u201d<\/p>\n<p>This aura of thriller additionally extends to the addition of World Occasions, particular facet quests you need to hunt down earlier than they seem on the map. These rapidly gained over followers because of the distinctive duties and tales they add to your Murderer\u2019s Creed Valhalla journey, getting as foolish as discovering viper eggs so a lady can reduce a nasty fart or being as heartfelt as capturing down a leaf to assist a bit of woman transfer on together with her life.<\/p>\n<p>Bergeron compares the hidden World Occasions to the ambiguous query marks that dotted the map in The Witcher 3: Wild Hunt. \u201cYou didn\u2019t know what it should be, however you knew it was authored content material and it was going to be enjoyable,\u201d he says. \u201cYou trusted the developer to have put thought, effort, and love into it.\u201d It additionally allowed the crew so as to add some levity to Eivor\u2019s journey and never all the time concentrate on the undeniably violent and darkish components of the Viking period. \u201cWorld Occasions type of permitted us to see a special aspect of [the Viking lifestyle], painting Eivor\u2019s persona in a special gentle alongside the individuals and the way they reside by means of all this. It gave us a bit extra artistic freedom than a number of the extra earnest tales would have.\u201d<\/p>\n<aside>\n<h2>These Marvel Easter Eggs &#8230;<\/h2>\n<div class=\"more\">\n<p>As we search recreation worlds, stumbling upon an Easter egg all the time feels rewarding and infrequently will get gamers speaking about their experiences. The Marvel universe supplies Insomniac Video games with loads of alternatives in its Spider-Man video games to offer nods to the franchise and delight followers in these discoveries. Director Cameron Christian says these typically come up organically because the crew creates the sport and there are not any exhausting and quick guidelines for them or what number of should be scattered all through a recreation. \u201cThere isn\u2019t any large planning,\u201d he says. \u201cOccasions on this planet occur, and we&#8217;d put Easter eggs associated to that, just like the Black Panther film got here out whereas we have been making the unique Spider-Man, so we wished to do some stuff associated to that. Personally, I actually liked the memorial statue to Stan Lee, particularly seeing all of the photo-mode stuff that got here with it.\u201d<\/p>\n<\/div>\n<\/aside>\n<p>The Guidelines Of Engagement<\/p>\n<h2>The Guidelines Of Engagement<\/h2>\n<p>Builders spend their time crafting content material, so it\u2019s no shock that they assume simply as a lot about methods to attract gamers towards it. In Immortals Fenyx Rising, Ubisoft Quebec wished issues within the distance to catch your eye and compel you to hunt them out. In lots of circumstances, environmental cues have been used to spotlight sure factors of curiosity. \u201cFairly than counting on the HUD as a lot, we might attempt to make these issues seen on this planet and use extra glows and sparkles at night time,\u201d Phillips says. \u201cWe\u2019d spotlight or put big whirlwinds round issues that may actually name your consideration simply visually.\u201d<\/p>\n<p>Most builders contemplate the primary quest and your path by means of it when deciding the place to put issues. \u201cWe wish to ensure that not solely the situation the place the hunt takes place maximizes the area, but additionally the trajectory that the participant might be going to be taking,\u201d Bergeron says. \u201cIf I take into consideration the place a quest ended and the place the following quest begins, what\u2019s in between if I draw a straight line? That\u2019s in all probability the place most gamers are going to go. We\u2019ll draw a bubble of the final setting and just remember to\u2019re going by means of a few of our \u2018best hits\u2019 of that territory and type of tease you as you\u2019re going in the direction of your subsequent location. It\u2019s like, \u2018Oh, wait, I see one thing over there!\u2019 And you then go off monitor to see that factor.\u201d<\/p>\n<p>Sucker Punch let gamers see the rewards, like a cool fire-covered sword, for finishing \u201cmythic\u201d quests in Ghost of Tsushima as a method to entice them. \u201cRewards grew to become a technique for dangling the carrot,\u201d Connell says. \u201cAfter which the journey was the cool 2D cutscene you get concerning the lore of the mission, discovering out what occurred, and the epic duel on the finish. Then the joy is not a few sword (although that\u2019s a pleasant factor on the finish), however it\u2019s [over] the cool character you met alongside the best way, the thriller, the curse, or regardless of the mission introduced. I&#8217;d relatively provide the simple, enjoyable, and mechanical factor up entrance after which saturate you in a 30-to- 45-minute-long mission with a special sort of storytelling and let that be the factor that stands out.\u201d<\/p>\n<p>In fact, it\u2019s vital to notice totally different persons are interested in various things, and whereas most gamers aren\u2019t completionists, you continue to wish to maintain them in for the lengthy haul. \u201cSelection and high quality are key right here in retaining the participant ; we don\u2019t need gamers to really feel like there may be \u2018A content material\u2019 to play, and these are a part of the \u2018B content material,\u201d says CD Projekt Purple senior stage designer Miles Tost. This additionally comes all the way down to your reward for exploring; CD Projekt Purple loves to go away breadcrumbs to observe that may typically be as grand as opening a brand new questline, offering a legendary weapon, and even recognizing a cameo from Hideo Kojima. \u201cSmall items of loot are literally hidden all through town with out being outright mapped out to gamers,\u201d provides Ochman. \u201cThat is in distinction to The Witcher, the place virtually each treasure chest was marked on the map itself. It was a deliberate change, and we deal with these as the last word reward for essentially the most cussed of city explorers.\u201d<\/p>\n<article class=\"embedded-entity\">\n<div class=\"file file--type-image file--mimetype-image-jpeg file--view-mode-body-default-rendered\">\n<div class=\"content\">\n<div class=\"field field--name-uri field--type-file-uri field--label-hidden gi5-uri gi5-file-uri field__item\"><img decoding=\"async\" src=\"https:\/\/www.gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2021\/05\/20\/a1df57cd\/05_1.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\"\/><\/div>\n<\/p><\/div>\n<\/div>\n<p>Cyberpunk 2077<\/p>\n<\/article>\n<p>Insomniac caught by what Christian calls the studio\u2019s number-one philosophy to get you noticing issues: \u201cIt simply must be enjoyable to maneuver round.\u201d Whereas swinging in Spider-Man, crimes would emergently happen, Sable outposts could possibly be seen within the distance, and particular landmarks just like the Avengers Tower would beckon you. When the motion feels that good, why not have it lead you to the content material, which had every part from collectibles to underground hideouts?<\/p>\n<p>Fact be informed, extra thought and care go into distributing the content material in a recreation than we notice. Typically, it\u2019s so simple as the density of the realm taking part in into the place issues find yourself, e.g., a metropolis would have extra to do than a rural space. Different instances, artists collaborate with quest designers, letting them find out about locations or landscapes they\u2019ve constructed which might be simply begging for a quest. And generally small variations in issues like time of day or gameplay stage can alter what\u2019s accessible. \u201cI can say that, for us, discovering the best density of content material and  place it&#8217;s greater than merely throwing stuff onto a map and seeing what sticks,\u201d Tost says of CD Projekt Purple. \u201cIt\u2019s a really meticulous course of, which we spend a whole lot of time and thought on. This turns into clearer once you notice that a part of the [Cyberpunk 2077] content material within the metropolis isn\u2019t totally static, which means some actions seem solely throughout a sure time of day or after different circumstances, like reaching a sure Avenue Cred stage are met.\u201d<\/p>\n<article class=\"embedded-entity\">\n<div class=\"file file--type-image file--mimetype-image-jpeg file--view-mode-body-default-rendered\">\n<div class=\"content\">\n<div class=\"field field--name-uri field--type-file-uri field--label-hidden gi5-uri gi5-file-uri field__item\"><img decoding=\"async\" src=\"https:\/\/www.gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2021\/05\/20\/57057151\/06.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default\"\/><\/div>\n<\/p><\/div>\n<\/div>\n<p>Murderer\u2019s Creed Valhalla<\/p>\n<\/article>\n<p>A Shiny Future<\/p>\n<h2>A Shiny Future<\/h2>\n<p>We\u2019ve simply entered a brand new period of console gaming with the PS5 and Xbox Sequence X\/S. With new tech and a watch towards innovation, builders are already pondering how open-world video games will evolve. \u201cThe way forward for open-world video games \u2026 I believe it\u2019s a good time to ask that query,\u201d Connell says. \u201cA very powerful half is embracing the query, and in order that\u2019s the place I\u2019m at. And I believe that lots of people are desirous about it, whether or not it\u2019s designers, artists, avid gamers, or YouTubers. I like this query, as a result of Ghost of Tsushima is a lot about what lots of people take pleasure in about exploration; an enormous a part of it&#8217;s nearly having fun with the world. [I\u2019m] embracing the stuff that went properly with it. Freedom and exploration in video video games are powerful, and I believe it does repay and folks take pleasure in it.\u201d<\/p>\n<p>After engaged on Cyberpunk 2077, Ochman says he began desirous about verticality and the way it will play into the long run. \u201cI believe the imposing scale added by a way of verticality provides lots to immersion, particularly once you\u2019re on foot and taking within the metropolis from the bottom,\u201d he says. \u201cAnd even now, I can see locations the place we may have taken much more benefit of this in Cyberpunk 2077. There\u2019s lots that open-world video games may do with verticality, together with linking it to extra dynamic quests, or tying it nearer to the narrative. It\u2019s a fairly thrilling prospect.\u201d<\/p>\n<p>Throw within the new consoles\u2019 SSDs making load instances virtually out of date and there\u2019s a whole lot of potential, comparable to transitioning between environments immediately for extra selection and epic encounters. \u201cAnytime you want quick journey, having the ability to simply do it immediately is a large game-changer,\u201d Phillips says. \u201cPast that, I believe every part is only a type of a steady improve in high quality. And the extra the world is well-realized and appears like an actual place, I believe the higher off all of the video games shall be \u2013 particularly seeing as each one or two years, there\u2019s some wonderful new factor that somebody does that then everybody learns from. We&#8217;re continuously rising as an trade.\u201d<\/p>\n<hr\/>\n<p class=\"text-align-center\" style=\"font-family:'Faustina', Times, 'Times New Roman', serif;\"><em>This text initially appeared in Situation 334 of Recreation Informer.<\/em><\/p>\n<\/div>\n<p>[ad_2]<br \/>\n<br \/><a href=\"https:\/\/www.gameinformer.com\/2021\/05\/20\/more-than-just-dots-on-a-map-the-challenges-behind-open-world-game-creation\">Source link <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>[ad_1] Introduction Video video games are continuously getting extra formidable, whether or not it\u2019s from advances in know-how providing new potentialities or builders constructing on previous improvements. One space that retains flourishing is open-world design. Gamers gladly immerse themselves in digital environments for hours on finish, uncovering each attainable aspect and secret. However retaining gamers [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":11981,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[26],"tags":[1608,7304,7303,130,743,6147],"class_list":["post-11979","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-news","tag-challenges","tag-creation","tag-dots","tag-game","tag-map","tag-openworld"],"_links":{"self":[{"href":"https:\/\/dviouscontent.com\/index.php\/wp-json\/wp\/v2\/posts\/11979","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/dviouscontent.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/dviouscontent.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/dviouscontent.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/dviouscontent.com\/index.php\/wp-json\/wp\/v2\/comments?post=11979"}],"version-history":[{"count":1,"href":"https:\/\/dviouscontent.com\/index.php\/wp-json\/wp\/v2\/posts\/11979\/revisions"}],"predecessor-version":[{"id":11980,"href":"https:\/\/dviouscontent.com\/index.php\/wp-json\/wp\/v2\/posts\/11979\/revisions\/11980"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/dviouscontent.com\/index.php\/wp-json\/wp\/v2\/media\/11981"}],"wp:attachment":[{"href":"https:\/\/dviouscontent.com\/index.php\/wp-json\/wp\/v2\/media?parent=11979"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/dviouscontent.com\/index.php\/wp-json\/wp\/v2\/categories?post=11979"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/dviouscontent.com\/index.php\/wp-json\/wp\/v2\/tags?post=11979"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}