Acquiescence
Member
Great article.
Intimacy and atmosphere>>>>scale
Real characters>>>>side-quest dispensers
Shenmue>>>> every big budget AAA open-world game that's been released since
Nailed it so hard. Probably why I'm currently going through open-world fatigue so much isn't because of how many big-budget games depend on that structure now, but because of how formulaic and by-the-numbers they tend to be (oh hai Ubisoft!). And then you look at the Shenmue games, which essentially have their own unique take on the open-world environment, and you realise how fresh that whole structure can be. It is indeed all about prioritising intimacy and density over how large a world you can render.