Ah, the old "we played a different game then" trope. Unless you used no-clip at the nonexistent console?
I assume we played the same game, and my experience was that of an open world.
Then again, I like realistic passageways when crossing a river, or heading through a mountain pass. Maybe you like worlds without many such features? I seem to recall some bridges or corridors in Oblivion, but I didn't mind them.
PB are fantastic at building detailed worlds with plausible architecture.
All TES games did, Oblivion is a culmination, when it comes to graphics/world itself - for that`s what we`re discussing remember? As for gameplay design philosophy I can agree it`s `open`in Risen too.
I'm not sure what you think we're discussing.
I'm not really discussing anything, I'm just saying that I don't think Oblivion defines what an open world game is.
Personally, I think both games are open world games - because they both feature landscapes of a significant size that are open to non-linear exploration - as the primary content.
That said, I think Oblivion sucks in terms of the streaming technology - because it uses a primitive cell-structure, where the game visibly stutters (even on the very best hardware) when you approach a new cell - so that the corresponding content can be loaded. That's an immersion killer for me.
I don't think it makes much sense to have such a basic concept be defined by any one game. We can debate what game does it best - and in that way, Oblivion is sort of in the middle.
I think Risen is at the top - though I prefer a larger landmass, as long as detail isn't sacrificed. I also appreciate that dungeons aren't areas to be loaded seperately.
PB are the masters, but I think Bethesda are better at providing a totally non-linear experience. But the world suffers a great deal from that kind of structure.
Then we have much older games that do it well, like Ultima 7 or something like the Might and Magic games. I'd even say Pool of Radiance was sufficiently "open world" to qualify for the genre - though it was sort of a mix between linear and non-linear exploration.