question: How do open world games go without interstitial loading screens?
comment: Yes, that's exactly what it is doing. The open world is split in to sections, and only the section the player is close to is loaded. You notice if you die in open world games it will take a bit of time to load the area you respawn in.
passages: Games with open or free-roaming worlds typically lack the invisible walls and loading screens common in linear level designs. Generally, 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. Examples of high level of autonomy in computer games can be found in massively multiplayer online role-playing games (MMORPG) or in single-player games adhering to the open world concept such as the "Fallout" series. The main appeal of open-world gameplay is that they provide a simulated reality and allow players to develop their character and its behavior in the direction of their choosing. In these cases, there is often no concrete goal or end to the game.
   Games with open worlds typically give players infinite lives or continues, although games like "Blaster Master" force the player to start from the beginning should they die too many times. There is also a risk that players may get lost as they explore an open world; thus designers sometimes try to break the open world into manageable sections.
  
  Section::::Gameplay and design.:Procedural generation and emergence.
   While loading screens remain commonplace in video games, background loading is now used in many games, especially open world titles, to eliminate loading screens while traversing normally through the game, making them appear only when using warps or fast travel.
  
  Section::::Loading times.
   Other examples include "World of Warcraft", "The Elder Scrolls" and "Fallout" series of games, which feature a large and diverse world, offering tasks and possibilities to play.
   BULLET::::- Utah's autumn loading screen is the only loading screen that shows a vehicle. An ATV parked on a slope is visible in the bottom-right corner of the screen.
  
  BULLET::::- Utah is the only map with a bridge.
   Most 4X and roguelike games make use of procedural generation to some extent to generate game levels. SpeedTree is an example of a developer-oriented tool used in the development of "" and aimed at speeding up the level design process. Procedural generation also made it possible for the developers of "Elite", David Braben and Ian Bell, to fit the entire game—including thousands of planets, dozens of trade commodities, multiple ship types and a plausible economic system—into less than 22 kilobytes of memory.
   There are many portals to go through: Kelpy Basin, Magma Gorge, Laputta Station, Funkiki Island, Daydream Oasis, Nightmare Rift, Royalton Raceway, Hidden Realm, and Paradox Green. In order to use a portal, you had to use a Funkey with a game room in the given location. For example, Sol can access Funkiki Island because its game room, "Relaxation Resort," is located there. However, Sol cannot access Lapuatta Station because there is no game room there it can access. Regardless of tribe, any Funkey can return to Funkeystown.*
   Open world
  
  In video games, an open world is a virtual world in which the player can explore and approach objectives freely, as opposed to a world with more linear gameplay. While games have used open-world designs since the 1980s, the implementation in "Grand Theft Auto III" (2001) set a standard that has been used since.
   Section::::Gameplay.
   The net result of all of this for the end user is that in a properly written OpenAL application, sounds behave quite naturally as the user moves through the three-dimensional space of the virtual world. From a programmer's perspective, very little additional work is required to make this happen in an existing OpenGL-based 3D graphical application.
   Section::::Setting.:Buildings.
  
  Every realm and map features a map-specific building or landmark that remains in the same place in the map every game. Every map also features a building known as 'The Shack' which is the same throughout all maps and appears in one of a few predetermined locations in the map, with the exception of the two indoor maps, Léry's Memorial Institute and Gideon Meat Plant. Every new game, a room known as the 'basement' is placed under either the map-specific building or the shack.
   "Roma Victor" featured an open-ended 'sandbox'-style environment in which players could rent structures to live in, build their own, or let them out to other players. Any structure could be set as public or private.
   Recent EA Sports Games have "warm up" sessions, for example FIFA 11 has the player shooting free-kicks solo, NBA Live 10 has 2-player shootouts, while the game loads. "NBA Live 08" features a 4-player general knowledge quiz. lets the player partake in a free-ride session on the test course.
  
  Section::::Variations.:Videos.
   "Sacred 2: Fallen Angel" features minimal loading times between regions. The surface map is . The world also contains dungeons and caves going as far as 2 levels deep, and surface dwellings of up to four stories. Most of the action takes place in the open world above ground.
  
  There are a variety of different regions, from arid desert to tropical rain forest. Every region differs in its climate, terrain, architecture, inhabitants, flora, fauna and lighting.
   In an op-ed piece for BBC News, David Braben, co-creator of "Elite", called truly open-ended game design "The Holy Grail" of modern video gaming, citing games like "Elite" and the "Grand Theft Auto" series as early steps in that direction. Peter Molyneux has also stated that he believes emergence (or emergent gameplay) is where video game development is headed in the future. He has attempted to implement open-world gameplay to a great extent in some of his games, particularly "Black & White" and "Fable".
  
  Section::::History.
  
  Section::::History.:20th century.
   Sidebar pocket realities have been negotiated with Unity, who manifests them in Stuff and moves 4-D people between them and mainline human reality. They are maintained by Unity created engines, similar to today's computer games which implement a rule based virtual reality. Sidebars include Metropolis (the DC Comics Justice League of America), Dindsenchas (historical Celtic), Sankhara (Buddhist Saṅkhāra).
   Some missions will deliver the player's character to private instanced spaces. One design goal of the game is to use instanced spaces to create in-depth storytelling, with puzzles, traps, and NPCs, that would be more difficult in shared spaces.
   One well-known loader game was Invade-a-Load. Another example is ""the shop keepers quiz"" in Dota 2 which is more like a game finding screen rather than loading screen.
   The technique used to store such a huge world involved creating small-sized maps out of small blocks. Those small maps were reused and fit together seamlessly to form larger areas. Loading is asynchronous, and will happen when nearing the boundary of an area, without affecting the smooth scrolling, animation, and music.
  
  Section::::Design.
  
  David Joiner designed "The Faery Tale Adventure" and was also responsible for the audio of Defender of the Crown II (1993), engineering for (2003), and contributions to The Sims 2: Ultimate Collection.
  
  Section::::Plot.
   Marble is intended to be very flexible; beyond its cross-platform design, the core components can easily be integrated into other programs. It is designed to run without the need for hardware acceleration, but it can be extended to use OpenGL. An important user-experience objective being that the application start fairly quickly, it ships with a minimal but useful off-line dataset (5–10MB).
   Since browser games run isolated from hardware in a web browser, they can run on many different operating systems without having to be ported to each platform.
  
  Section::::History.
   The player journeys through Ravenholm to get to the coast, after Black Mesa East is attacked by the Combine. Ravenholm has been noted as a cross-over of the science fiction and survival horror genres, as the player encounters the level at night, and many dark areas allow for surprise attacks from the zombies and other creatures within the town. Ravenholm is challenging for players to navigate due to its open nature as well as its overall circular path.
  
  Section::::Locations.:"Half-Life 2" and "Episodes".:Highway 17.
   To compensate for these problems, games often employ skyboxes. Traditionally, these are simple cubes with up to 6 different textures placed on the faces. By careful alignment, a viewer in the exact middle of the skybox will perceive the illusion of a real 3D world around it, made up of those 6 faces.
   Players must build their boulders, and roll them into the enemy gates as fast as possible, eventually breaking through and squish everything. This simple task is made more difficult by both sides' ability to pepper each other's lanes with traps, obstacles, and defenses.
  
  Section::::Development.
   During the course of the game, players must build and expand their transport infrastructure. The only infrastructure present on the map at the start of the game are roads within towns. All other infrastructure—ports, stations, airports, rail, and depots—must be built by players. The tools for building a rail network are particularly powerful, and players have access to many different signal types to build a complex and interconnected rail network.
  
presuppositions: Open world games go without loading screens.
corrections: There are loading screens when you respawn in open world games.
raw_presuppositions: Open world games go without loading screens. Open world games go without loading screens.
raw_corrections: There are loading screens when you respawn in open world games. There are loading screens when you respawn.