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People cite the high degree of freedom as one of the reasons open-world games are fun, but psychology's self-determination theory and The Legend of Zelda: Breath of the Wild tell us a different story. 00:00~01:32 Introduction (1) What is a game to someone who doesn't play games? 01:32~03:55 Introduction (2) Commander Zavala and the death of Joel 03:55~04:29 The possibility of (over)immersion and making games as virtual reality 04:29~07:03 Open-world games, from Ultima to (boring) Hogwarts Legacy 07:03~09:40 Two lectures (1) The fallacy of freedom: From the perspective of self-determination theory 09:40~14:45 Two lectures (2) Attraction and triangles: Level design in Breath of the Wild 14:45~16:30 Conclusion: Tears of the Kingdom, and games as play References: CEDEC 2017, Breath of the Wild lecture coverage https://www.4gamer.net/games/341/G034... GDC 2017, The Freedom Fallacy: Understanding Player Autonomy in Game Design • The Freedom Fallacy: Understanding Pl... BGM: GameChops - Zelda & Sleep • Zelda & Sleep Beyond The Guitar - THE LAST OF US Classical Guitar Cover • THE LAST OF US - Classical Guitar Cov... *This video essay complies with the Berne Convention for the protection of literary and artistic works, and strives to cite and introduce each work within the scope of fair use. Please contact us for missing sources or copyright claims and we will take action as quickly as possible. #LeeJunHo'sLudology #GameAnalysis #OpenWorld #VideoEssay