I like this topic
But, my tastes are a little different. As I tend not to enjoy underworld content at all in anything other than small doses.
I like Witcher 3, Xenoblade Chronicles X, and Breath of the Wild. One thing I enjoy about these games over other types is that I mostly have control over the pacing of the games - there are tasks that take a couple minutes, some that take longer, and you can string together a bunch of stuff to play for several hours.
One thing I like about these games is they aren’t very dungeon-crawler-like. Dungeon-crawling bores the crap out of me. In Witcher 3, if there’s one thing I could do without, it’s Elven ruins - there aren’t many of them, and only like 3 or 4 of them are actually longer than a few minutes and are often split by a dozen or dozens of hours, but those are the parts of the game I generally don’t enjoy - although, they’re less painful on subsequent playthroughs. In Breath of the Wild, I like the Shrines, but heavily dislike the Divine Beast Temples - luckily again, there’s only 4 of them, and find they’re not as unenjoyable as the majority of temples in other 3D Zelda games.
Elements I like:
Exploration: What makes a great open world game for me is the amount of interesting things to discover. Exploring new regions, finding locations I want to take snapshots of. Feeling that freedom that everywhere I go there might be something amazing. Sometimes you see it in the distance, and think “I gotta get there”. There’s some of this in Witcher 3, seeing the lights of Novigrad in the distance - much more of it when you get to Toussaint and see the various landmarks throughout the world. But even in 2D games where you can’t necessarily see everything from a distance, exploration is a lot of fun. By the way, looking for a specific objective, IMO, breaks the feeling of exploration. So, in Witcher 3, I find it’s more fun to keep the world map off most of the time - but the game was built around using it to get through objectives quickly without having to do that Ocarina of Time style “find the key!” stuff. When you want to explore, turn off the mini-map and go exploring! :D
Extermination and emergent storytelling: finding big enemies and killing them. Having hunts to go on and completing them. More or less using these elements to build your personal story. Sometimes these will be objective based, particularly in RPGs, other times they aren’t. You find your enemies, and knock them out, change the landscape of the world, and continue your story.
Expansion: the ability is there, expansion of my presence and stakes in the world, which could be a household in Witcher or Breath of the Wild, business ventures, probes, and bases in Xenoblade, or building your Kingdom or Empire in Romancing Saga 2.
Exploitation: this is a big part of the next few bits, including sandbox elements and resource gathering, but these tap into other elements that I like in games. At its simplest, it’s finding resources to gather for crafting and other necessities - this is a big part of Breath of the Wild and Xenoblade Chronicles X, and Witcher 3 - although, the latter two often contextual uses this with quests and other more concrete objectives, or by showing the user slots in the UI for them to fill (this was pioneered with FF8’s junction system) - Breath of the Wild is looser and players can generally figure out their own way to advance in the world with a bit of the UI contextualized goals.
Resource based Stakes: Metroid 1 is an example of an early open world game I enjoyed considerably, it’s a 2D open world - and while it’s underground, it doesn’t feel dungeon-crawlerish because the primary drive is exploration - which is different from later Metroid games where it’s find the key > find the key > find the key structure and exploration takes a back seat to the linear objective based gameplay - which is why I don’t like later Metroid games at all. But in Metroid 1, there are very few things you can’t access immediately, the majority you can do after the initial soft-tutorial section (by soft tutorial, I mean like the Plateau in Breath of the Wild, or White Orchard in Witcher 3 where it’s not a tutorial, but you learn to play the game). Metroid 1 is rarer in that the stakes rise as the player advances through the game. How? If you fuck up early in the game, it’s a few minutes to refill your power tank and missiles - but later in the game it can take half an hour or more to grind back the power and resources you lost - so knowing about exploitation spots to gather resources more quickly is a plus. Legend of Zelda has a similar thing, and even Legend of Zelda 2 where, if you get game over, you keep your levels but reset on experience to the end of the last level (something that grows with each level you get in the game). IMO, this makes these games much more suspenseful than anything because of the fear of having to grind to recover your resources :D
Why this creates suspense? Because there are areas of the game you know damn-well you have to be careful; and if it’s been a while, or it’s your first time, these might not be known to you immediately - it keeps you second guessing as to whether or not you want to travel down that particular road, or take another one instead.
Another thing I enjoy are sandbox elements - obviously games like Minecraft do this very well. Sandbox games, for me: these are at their core, games like Dwarf Fortress which is kinda like The Sims, except incredibly expanded to the size of a world, with civilizations, species that thrive and can go extinct, history with ages, societies and religions, thousands of characters, etc… SimCity is the earliest sandbox type game I recall, SimTower, and then in the 1990s sandbox elements became ore eland in strategy games, they’re a big part of grand strategy. So really, I like sandbox elements in open world: Breath of the Wild and Animal Crossing NH were very popular because of sandbox elements, Breath of the Wild shows how well sandbox and open world can mesh. Exploitation is typically a major part of sandbox games.
Anyway, open world games I didn’t enjoy:
Skyrim
And the reason was the game felt too desolate and dungeon-crawlerish - it wasn’t something I could get into, and I was looking forward to it because I was under the impression there were big sandbox elements in this game, but I didn’t find anything particularly enjoyable before I gave up.
If Celda is considered open world, I didn’t enjoy that one either for similar reasons.
But really, I didn’t particularly enjoy any 3D Zelda until Breath of the Wild and Wind Waker was still baked into that older 3D style Zelda that I found bland/unadventurous. A lot of space to travel, and very little that interesting to see - unlike Breath of the Wild that seemingly had interesting things over every hill. While 3D Zelda had its fan, Zelda was a franchise I didn’t feel translated into 3D in a way that catered toward my particular tastes until the open world games.