[Update] It seems like we won't have to wait much longer to get a glimpse of the open world Rockstar Games is creating for Red Dead Redemption 2, as a new gameplay trailer will be released tomorrow at 11 AM ET.

[Original Story] Red Dead Redemption 2 is definitely one of the most anticipated, if not the most anticipated, open world games launching this year, and it seems like the long wait will pay off in the end, as Rockstar Games is giving its all to create the most immersive open world they have ever built.

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In an interview with Gamestar, summarized by GTA Forums member The Executor10, members of the development team spoke about the open world philosophy of Red Dead Redemption 2. The aim of the team is not to create the biggest open world, but deepest, most detailed, believable and interactive open world they have ever created. To this end, Rockstar is making things as dynamic as possible, with players experiencing different events depending on where they set camp. Buildings will also change over time, and NPCs will not disappear after a mission, returning to their daily routine. Every major character exists in the game.

Rockstar also commented on NPCs' behavior, side missions and why they don't consider the game as a sandbox experience.

- NPCs are unpredictable and believable in their actions and reactions, they have different temperaments. There will be shy people, who will give you their money without you even drawing a gun but also more aggressive people that will immediately attack you if you just antagonize them also without you drawing a gun. Some confident NPCs may ride just past you and ignore you, if you try to rob them. Some may shoot you, while others will first threaten to harm you. R* wants you to feel like you never know how this certain NPC will interact with you and with that R* wants to encourage you to test out different playstyles. You can be an honorable thief or a violent psycopath and the world will react accordingly, but you just never really know how they will react.

- R* doesn't want to call the world of Red Dead Redemption 2 a sandbox. Because in a sandbox, you can do whatever you want. Sure, R* wants to give you a lot of freedom, in their Open World you can do whatever you want, but only as long as it makes sense for Arthur, his story and the world itself. Nothing should break the immersion.

- There will be no "checklists-type of missions" like in Ubisoft games or Mass Efffect Andromeda. R* doesn't think in categories like 'content' and 'prefabricated content', they want to blur the lines between everything the player does in order to increase immersion. R* doesn't necessarily want you to know when you are doing a main or a side mission or when you are interacting with a main character or just an NPC, but they will inform you in a very subtle way about it.

- There will be many optional things to do, but R* wants them to be just as high-quality, engaging and fun as the main missions and you should feel like you never know what to expect. This will cater to all kinds of players: Those who want to rush the main story and those who want to do everything and still have a great experience.

- "Random sh*t that doesn't fit the context will not happen [in RDR2]": Random encounters aren't really random, there is a certain system in place that ensures those encounters make sense in terms of how far the players have progressed in the story, what they are currently doing and where they are heading to. The changing surroundings and random encounters provide content for the players that makes them loose themselves in the world in a very organic way and naturally provide gameplay for them (in contrast to the very forced 'checklists-sidequests' in other games).

- The areas in the game not only feel different because of the looks but also because of the different gameplay-mechanics only possible in that area (like different animations for traversing different terrain and flora or different objects to interact with). Since animations influence how connected you feel with the world, R* focuses on making them as believable and fluent as possible in every situation. For example there is an animation for Arthur stowing his weapons, which he had previously strapped on his back, in the halter of the saddle. And there are different skinning animations for different animals.

- Even outside of missions and cutscenes you can listen in on conversations in your gangs camp - or approach them more closely so that the other outlaws can include Arthur in their chat. The camp, the atmosphere and the conversations should change noticeably in the course of the story.

- If you commit a crime and the lawmen have a hunch that you are the offender, they will first talk to you instead of shooting you instantly, and you can talk yourself out of the situation