idle thought re that dragon's dogma "travel is boring" post but I wonder how much of the classic sense of "just traveling through a space with nothing to do" that open world games often induce has to do with the 'consumability' of the world design? Like a classic ubisoft style open world game that is just icons on a map? Once you've cleared out the icons, that section of the world is truly lifeless, beyond whatever respawning encounters are present.
I really do feel like, in order to design a world where traversal feels continually meaningful, the world mustn't be a checklist; there needs to be a sense of surprise and wonder in simply walking around, and that means not just nooks to explore but a consistent sense that any time you return to a place it could be different somehow; that a trip, any trip, is a journey with its own unique ups and downs, that you could be waylaid at any moment by anything, even in places you know well. And that's a VERY different allocation of dev resources than filling a space with hand-placed collectibles.
Open worlds are a staple of AAA, but AAA design is inimical to making interesting worlds to traverse – the mandate to build games that have low friction, that don't push back on the player, and that are easily consumable is very inimical to world design that feels textured, nuanced, and rewarding.
Like, think about the rain in Breath of the Wild, and how rain can spring up at any point and change the parameters of the world – including making climbing very difficult, sometimes in ways that interrupt or stymie the player's progress.
(Like yeah I know Nintendo is in a sense AAA, but they really don't operate by normal rules, yeah?)
Can you imagine Ubisoft or a Sony first-party studio putting a feature like that in an open-world game?
(this post brought to you buy "hey I wonder if I can write a post that attracts Far Cry 2 people without mentioning Far Cry 2")
BoTW is an interesting example for traversal because - someone else said this, i saw it on this site, i think - the game is fundamentally about taking a huge, beautiful, complex world and gradually making it small and boring.
the most incredible times i had with BotW were when i was encountering friction, struggling, trying to get from point A to point B and not being able to just glide and climb in a straight line across the landscape. by the end, all the powers you've obtained cancel out most of the interesting traversal decisions, and clearing out the map starts feeling nearly... ubisoftian
