strictly in terms of how they best use their open world design
death stranding > tears of the kingdom > elden ring > horizon forbidden west > final fantasy vii: rebirth > red dead redemption 2
death stranding is the most innovative take on the open world structure with its focus on moment-to-moment traversal that fits so well with the overarching narrative and the themes the game wants to explore outside of the main plot, which is unfortunately just gobbledygook that wastes amazing acting talent with some of the worst dialogue i've ever had the misfortune of hearing. but yeah, the simple act of navigating from point a to point b and all the dangers in between while making sure you and your deliveries make it intact is so compelling in itself that i can look past all the glaring flaws in the writing. add in all the infrastructure construction to alleviate some of the friction, and it becomes an even more rewarding experience to traverse the open world. death stranding is the best evidence that hideo kojima is in fact a great game designer that badly needs an actual writer and an actual editor if he wants to tell stories through more conventional means like cutscenes, dialogue and flavor text.
tears of the kingdom comes close with its toolset that allows for so much freedom to approach its open world, its temples, and its dungeons and the way all three layers of the world push the player to engage with each one in their own unique way. i do think however that the open world structure makes the delivery of its main story and important emotional beats real clunky with how the same points get repeated after every main dungeon and how it's so easy to see plot developments out of order that rob them of their impact.
elden ring does the best job of masking a more formulaic approach to open world design where you have a distinct set of activities that's repeated throughout different zones. you actually still go to "towers" to reveal more of the world map, and each zone has a set of catacombs, caves, churches, evergaols, ruins, walking mausoleums, minor erdtrees, erdtree avatars, dragons, etc. for the player to engage with to get rewards. elden ring just presents it all in a way that allows the player to naturally discover these elements, creating a sense of wonder and dread. it loses that feeling once you get deeper into the game and start seeing the patterns, but the rest of the game is held up by the stellar legacy dungeons and bosses.
horizon forbidden west and ff7 rebirth embrace traditional open world design with map and objective markers and in-game checklists for side activities, so exploration isn't really a factor. i still had a good time actually doing those activities and checking off those lists in these two games, so their open worlds are perfectly serviceable as delivery systems for fun and/or interesting gameplay, world-building, and character development. forbidden west does make its open world structure more integral to its main missions and side activities compared to rebirth where you can basically skip the vast majority of its open world if you really want to, so that's a point in favor of forbidden west as an open world game.
i don't think i've experienced as much dissonance in mission structure, narrative, and open world design than with rdr 2. rockstar really wants you in rdr2's story missions to follow its boring choreography step-by-step with its slow and shallow moment-to-moment mechanics or you instantly fail and have to start over, which is antithetical to the promise of freedom in open world design. oh and you largely do the same things for 60 to 80 hours!!! rockstar also really wants you to believe in the financial downward spiral of the gang, which is the key driver of the game's events, and the internal moral conflict of arthur, which is the game's emotional core, while letting you amass a fortune and act like an asshole while doing zany shit that's completely at odds with the story's tone when you do the open world side activities. gotta give it up the devs who got crunched for years to make the world visually impeccable at least. ultimately, i just really didn't care for whatever cowboy fantasy the game wanted to provide the player with its open world activities that i already had my fill of back in rdr1.
i have not yet played the witcher 3. played 1 and 2, so i should be ready to go, but i just haven't found time for it. maybe sometime this year.