By "fully open" I mean games like Bethesda games or Breath of the Wild where you can basically go anywhere from the beginning, and by "kinda linear" I mean games where semi-open environments are unlocked in sequence, kinda like most older JRPGs.
I like how many full open-world games try to have believable environments where you can do whatever you want, I like how systemic they feel. The problem I have with them though is how rewards and secrets are often the same everywhere because the developer can't predict where players will go first. Of course there's Skyrim where everything just scales to your level. BOTW just gives you the same orbs in all the shrines. Sure certain abilities and pieces of gear are in specific locations but they feel minuscule next to all those orbs and Korok seeds. It's just a bit better than some other games because their locations aren't immediately dotted all over the map.
On the flipside the more "linear" open-world games can have a genuine sense of embarking on a journey from one place to another without feeling like you're going down a corridor. I guess Pokémon is a good quintessential example? Really just all the more traditional FF/Dragon Quest-style RPGs. In these the main story slowly unlocks a huge world you can go back and re-explore, creating a carefully-measured sense of progression that eventually gives way to total freedom. These games tend to have less freedom than what I mentioned above, but perhaps not enough of them are being made these days. An interesting western example that gets ignored too often is STALKER: Shadow of Chernobyl. I think a lot of open-world haters should try it and the subject of its world design in contrast with say, Far Cry, is really worthy of its own thread. It's made up of a chain of small-but-open areas that contain lots of interlocking sandbox systems, yet the game also has legit dungeons. It's like if a Far Cry game was structured more like Final Fantasy X.
I think what I've generally settled on is that the more wide-open open-world games are actually better when they don't bother with a main quest, because they tend to be at odds with how the player character progresses. Just let them be a sandbox where the player makes their own story. Or at the very least, provide a mode that cuts out the main quest. And these kinds of worlds should still have unique rewards spread out. Whereas story-focused open-world games should probably more often unlock areas bit-by-bit. Rockstar's games, the most popular ones, do this.
What I don't like is when the wide-open open-world games try to lock off areas with simple level-gating. Saying you should be at level 40 to go here to me has started to feel like an excuse to force players onto the hamster treadmill. Oftentimes it's also balanced badly. In Witcher 3 it's really easy to over-level yourself for quests and areas long before you discover them.
I like how many full open-world games try to have believable environments where you can do whatever you want, I like how systemic they feel. The problem I have with them though is how rewards and secrets are often the same everywhere because the developer can't predict where players will go first. Of course there's Skyrim where everything just scales to your level. BOTW just gives you the same orbs in all the shrines. Sure certain abilities and pieces of gear are in specific locations but they feel minuscule next to all those orbs and Korok seeds. It's just a bit better than some other games because their locations aren't immediately dotted all over the map.
On the flipside the more "linear" open-world games can have a genuine sense of embarking on a journey from one place to another without feeling like you're going down a corridor. I guess Pokémon is a good quintessential example? Really just all the more traditional FF/Dragon Quest-style RPGs. In these the main story slowly unlocks a huge world you can go back and re-explore, creating a carefully-measured sense of progression that eventually gives way to total freedom. These games tend to have less freedom than what I mentioned above, but perhaps not enough of them are being made these days. An interesting western example that gets ignored too often is STALKER: Shadow of Chernobyl. I think a lot of open-world haters should try it and the subject of its world design in contrast with say, Far Cry, is really worthy of its own thread. It's made up of a chain of small-but-open areas that contain lots of interlocking sandbox systems, yet the game also has legit dungeons. It's like if a Far Cry game was structured more like Final Fantasy X.
I think what I've generally settled on is that the more wide-open open-world games are actually better when they don't bother with a main quest, because they tend to be at odds with how the player character progresses. Just let them be a sandbox where the player makes their own story. Or at the very least, provide a mode that cuts out the main quest. And these kinds of worlds should still have unique rewards spread out. Whereas story-focused open-world games should probably more often unlock areas bit-by-bit. Rockstar's games, the most popular ones, do this.
What I don't like is when the wide-open open-world games try to lock off areas with simple level-gating. Saying you should be at level 40 to go here to me has started to feel like an excuse to force players onto the hamster treadmill. Oftentimes it's also balanced badly. In Witcher 3 it's really easy to over-level yourself for quests and areas long before you discover them.