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Why is it nigh impossible to make a genuinely fun and interesting open world game that makes exploration genuinely interesting and engrossing?

99% of open world games are just a grocery list check off tier experience.
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The only genre that works as open world is the survival craft shit. Look at Valehim or Ark Survival. Boot up a server with a few friends blind and everything you do is an adventure. Your objectives are set by the team, your progression and findings are organic and it's genuinely fun. You can't replicate that feeling in an RPG for some reason. Probably because they're telling you a story vs you making it yourself. Developers should stick to linear games.
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Red Dead Redemption 2 got it right.
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>>724317030
Because spreading things out dilutes what could otherwise be a concentrated experience.
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>>724317454
>Listen, it just NEEDS to be connected together by a series of hallways or I'll just go insane, OKAY!?
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"Open world" games are just linear games where the hallways have just been widened out. You're still stuck in the same linear playpen but instead of corridor walls you're just surrounded by mountains and other intentionally impassable natural barriers.
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>>724317543
Not what I was talking about, just do proper thoughful level design. An impossible task for today's devs.



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