Undirected
Video game concept
Has no set ultimate goal to achieve, continuing indefinitely until the player decides to end the game rather than ending it at a set point. May have (optional) objectives that do not end the game/level/map/round or progress it.
107
games
18platforms
Alternate names: Continuous play, Endless play, No victory conditions, Aimless
WIN 2014-09-25
WIN 2006-10-30
WIN 2016-07-22
WIN 2023-12-07
WIN 2010
WIN 2009-02-25
WIN 2013-10-17
WWW 2001
WIN 2011-04-29
WIN 2014-04-01
PS3 2011-10-04
WIN 2017
This is the nature of most sandbox games, somewhat common also in CMS games, since in them having an ultimate goal could be detrimental to the game type. Though some may have one as alternate means to bringing finality to a sandbox game instead of only allowing players to simply just stop playing.
Notes:
* This should NOT be used for score oriented games with no victory condition.
* Often these games suffer from running into a standstill - after a while - where there's nothing meaningful left to do. Especially games with no real opponents.
Notes:
* This should NOT be used for score oriented games with no victory condition.
* Often these games suffer from running into a standstill - after a while - where there's nothing meaningful left to do. Especially games with no real opponents.
See also: sandbox, exploration, open world, endless, clear game, no clear objectives (gives impression of this even when it isn't the same)
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The first Undirected video game was released in 1985.
Epic Games, Electronic Arts and Image&Form published most of these games.