Emily Morganti: Mystery House. Adventure Gamers, 19. April 2013, abgerufen am 15. Oktober 2017 (englisch): „"Zork was another inspiration—both brothers had played it, and liked how it presented a non-linear world to explore."“
Martijn Van Es: Mystery House. Adventure Gamers, 5. Oktober 2005, abgerufen am 14. Oktober 2017 (englisch).
Mark J.P. Wolf: The Medium of the Video Game. University of Texas Press, 2010, ISBN 978-0-292-79150-3, Formal Aspects of the Video Game: Adventure, S.118-19 (Online).
Liddel, Bob: The Prisoner. In: BYTE. September 1981, S. 386–387, abgerufen am 19. Oktober 2013: „"When you awaken,the game begins in room #6, which contains a time-consuming invisible maze that is never the same twice . . . [S]cenarios are contained within twenty 'buildings', each of which may be entered at any time."“
Richard Moss: Roam free: A history of open-world gaming. In: Ars Technica. 25. März 2017, abgerufen am 6. Oktober 2017 (englisch): „"Amazingly, open-world games can be traced back to the days of mainframes—namely, to the 1976 text-only game Colossal Cave Adventure for the PDP-10. Adventure at its core wasn't much different to the GTAs, Elites, and Minecrafts of today: you could explore, freely, in any direction, and your only goals were to find treasure (which is scattered throughout the cave) and to escape with your life."“
Richard Moss: Roam free: A history of open-world gaming. In: Ars Technica. 25. März 2017, abgerufen am 6. Oktober 2017 (englisch): „"On home computers, the influential role-playing series Ultima similarly captured the freedom, if not the liveliness, of Dungeons & Dragons. Even the first entry (1981) had no levels or "gates" to curb your wanderings through villages, towns, dungeons, and empty countryside in search of a time machine that would allow you to travel back in time a thousand years to kill an evil wizard."“
books.google.com
Chris Klug, Josiah Lebowitz: Interactive Storytelling for Video Games: A Player-Centered Approach to Creating Memorable Characters and Stories. Focal Press, Burlington, MA 2011, ISBN 978-0-240-81717-0, S.194–7 (Google Books [abgerufen am 20. Februar 2012]).
AUUG Conference Proceedings, September 1995, pages 398-399
Ron Burke: How The Witcher 3 changes open worlds forever. GamingTrend, 5. Mai 2015, abgerufen am 15. Oktober 2017 (englisch): „"Open-world games are not exactly new. Akalabeth: World of Doom (precursor to the Ultima series) was arguably first..."“
Sam Derboo: Dunjonquest. In: Hardcore Gaming 101. 17. Dezember 2010, abgerufen am 15. Oktober 2017 (englisch): „"Temple of Apshai uses an open-ended structure, the quest merely being to plunder the temple and get filthy rich. So all the levels are accessible from the very beginning, although a fresh, uncheated character is likely to get slaughtered fast in the higher levels."“
005. In: Hardcore Gaming 101. Abgerufen im 1. Januar 1 (englisch): „You first face cops in the "maze" segment, where you must hightail your keister into a building. Usually, you start out pretty close to an available edifice, so these mazey bits are really more of a hub where you pick either the "forklift" or "ice skate" building to tackle first.“
Sam Derboo: Dunjonquest. In: Hardcore Gaming 101. 17. Dezember 2010, abgerufen am 15. Oktober 2017 (englisch): „"There are five different goals to select from, like killing as much civilians as possible or destroying the whole city . . . When [the monster] finally succumbs to its hunters or starves, you’ll be shown your final score, which once again represents the actual "goal" of the game - scoring better than your friends."“
Sam Derboo: Dunjonquest. In: Hardcore Gaming 101. 17. Dezember 2010, abgerufen am 15. Oktober 2017 (englisch): „"The player can take part in this war in one of two possible tasks. The target in scenario 1 is it to cause as much wanton destruction as possible while proceeding to the far north. This is meant as a maneuver to distract from the actual target in Scenario 2, the military commander in control of the occupation. At the beginning of each scenario comes the choice between three combat suits, which differ in attack strength, shield power, special options and the like."“
Heather Alexandra: The Hitman Series Has A Long History Of Excellence.Kotaku, 14. Mai 2017, abgerufen am 15. Oktober 2017 (englisch): „"In many ways, the Hitman series draws a direct lineage to Silas Warner's original Castle Wolfenstein games, released in 1981. Both provide labyrinthine spaces, tasking the player to survive through a mixture of impersonation and intelligent planning. It's a strong foundation that led to a memorable game series."“
lofigames.com
About Kenshi. 25. August 2014, abgerufen am 31. Januar 2022 (amerikanisches Englisch).
Benj Edwards: 7 Classic PC Games With ASCII Graphics.PC Magazine, 10. März 2016, abgerufen am 15. Oktober 2017 (englisch): „The founders of networking giant Novell designed this free-roaming shoot-em-up that inadvertently presaged the arcade classic Gauntlet...“
prenhall.com
wps.prenhall.com
Andrew Rollings: Fundamentals of Game Design. Prentice Hall, 2006, S.194–204, Ernest Adams (Online).
redirecter.toolforge.org
Ernest Adams: 50 Greatest Game Design Innovations. Next Generation Magazine, 1. November 2007, archiviert vom Original am 22. September 2010; abgerufen am 14. Dezember 2009 (englisch).
Retro Gamer Team: Top Ten Atari 8-Bit Games. In: Retro Gamer. 17. Februar 2014, abgerufen am 14. Oktober 2017 (englisch): „"The granddaddy of the Elite-style ‘space opera’, it was also the world’s first free-roaming first-person perspective game."“
simon Sharwood: Author of '80s classic The Hobbit didn't know game was a hit.Eurogamer, 18. November 2012, abgerufen am 14. Oktober 2017 (englisch): „“'I wrote the game to be very general and to not restrict people from doing things,'” Megler recalls. “'Everything was an object. If you killed a dwarf you could use it as a weapon – it was no different to other large heavy objects. That was something you could not do with other games of the time, they had fixed possibilities.'”“
web.archive.org
Ernest Adams: 50 Greatest Game Design Innovations. Next Generation Magazine, 1. November 2007, archiviert vom Original am 22. September 2010; abgerufen am 14. Dezember 2009 (englisch).
The Dragon Ate My Homework.Wired, 1. März 1993, abgerufen am 15. Oktober 2017 (englisch): „"MUD is very much like the classic game Zork, as well as any of the hundreds of text-based adventure video games that have flourished on personal computers . . . Your job is to explore the room and its objects and discover treasures hidden in the labyrinth of other rooms connected to it. You'll probably need to find a small collection of treasures and clues along the way to win the mother-lode booty, a search that may involve breaking a spell, becoming a wizard, slaying a dragon, or escaping from a dungeon."“
youtube.com
Jeremy Parish: Metroidvania Chronicles #005: Pitfall.YouTube, 19. April 2016, abgerufen am 15. Oktober 2017 (englisch): „"Pitfall! became the first action game that demanded its fans sit down and map out routes, breaking down the complex arrangement of what initially appears to be a simple linear path."“