Open (Level Design) : Open level design gives the player many options on where to go (free roaming/exploration of environments), what to do (mechanics), and when to act (sequence). The opposite of straightforward level design
Richard Hakem Terrell (KIRBYKID), An indie game designer, video game consultant, tournament organizer, competitor, writer, musician, artist, and teacher), Critical-Gaming Network (Critical-Glossary), Dallas, TX, USA 2007 (updated 2013). http://critical-gaming.com/critical-glossary/, (Ergo - Amer) {747}