kiphalfton
Member
Although not an open world game per se, I think the reason why Zelda Ocarina of Time worked so well is because you had to figure out what it is you had to do to progress the story forward. You weren't shown on a map a mission marker, and it was actually interesting talking to the characters as you never quite knew if it would result in a side quest or not. You kind of just stumbled across it. It was organic. Same for collectibles. There weren't a million of them, and they actually served a purpose (i.e. killing the spiders). Same for items, you had a small set of items and it was actually satisfying when you got a new item as they weren't every five feet and you didn't get overinundanted with a bunch of useless crap.
It may not work for games like GTA, but I definitely think it could work for games like Horizon Zero Dawn or other open world rpg games. Bring back the magic of finding secret areas, don't show them on the map. Don't have 500 weapons, 95% of which suck and ate useless. Don't have 50000 collectible items, that don't contribute to the game in any other way beyond padding the game length. Don't have a bunch of useless fetch quests, that require you to run across the world.
It may not work for games like GTA, but I definitely think it could work for games like Horizon Zero Dawn or other open world rpg games. Bring back the magic of finding secret areas, don't show them on the map. Don't have 500 weapons, 95% of which suck and ate useless. Don't have 50000 collectible items, that don't contribute to the game in any other way beyond padding the game length. Don't have a bunch of useless fetch quests, that require you to run across the world.