| HoloDust said: It is because most devs don't make actual open world games, but linear narrative games set in open worlds (which is almost completely opposite to what proper open-word/open-ended game should be). |
I think a linear narrative game set in an open world is still an open world game. My critique is more about map design and content withing those designs. Even Zelda 1 understood this balance. You explore the overworld to find the underworld, and explore the underworld to re-enter the overworld. It's a perfect loop. The underworld felt like 50% of that game.
I think the overworld can totally be a safe place for you to mess about endlessly, if your game has a good underworld balance. I can totally imagine a game where the overworld is totally peaceful, but the underworld is dire. If there was ever a good open world Persona game for example, I'd imagine it'd have this structure. Peaceful overworld in a city, with explorable buildings and dungeons for the underworld. The balance just needs to be right.
We already have bigger worlds. We need denser ones.







