Frogger said:
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. |
Well, yes, it does feel that you were talking about Zelda alike structure from the get go - and not all open worlds are based on that structure. (As aside, original Zelda 1 didn't have overworld at all, it was just a hub form where you choose what "Labirynth" you enter (akin to Demon's Souls), but Miyamoto desided (under unluence of Ultima that he played) to add overworld as well.)
And yes, I agree, in Zelda alike games fine balance between "overworld" and "underworld" is crucial (and why BotW/TotK formula is not good in my opinion).
That said, Zelda, although somewhat open world-ish (its actually gated open world), is not open ended game, and thus, from my POV, is not epitome of open-world games (which again, stem from early D&D and its open ended gameplay).