Honestly, I think you have to be a bit jaded if you read through this thread and the points that were brought up and your statement is all you got out of it...
These things I brought up are discussions I have on a daily basis with our designers at Moon. We go over every little section of the worlds we build and ask ourselves: "Hey, is this fun enough yet? Do you have any better ideas? Could the player do more interesting things here? Are there enough possibilities to use all the abilities he has? Should this place here maybe have a puzzle in it? What type of enemy would make this particular section more exciting?" and so on and so on. That's literally what I do all day, apart from actually designing levels and making sure all other departments are also on track
And obviously, that clashes with what designers do when they're designing open world games, since due to the size of these worlds, you can't approach them with this mindset. I'm very much a perfectionist and I hate it when I look at a certain section in a game and it doesn't really 'click' yet - But if you design an open world game that is as big as the one in Breath of the Wild, you will absolutely end up with sections that don't click, simply because you can't put enough designers on making everything interesting. Even if you put a ton more people on it, there's still the pressure of time - 9 women can't make a baby in a month and all that![]()
I responded to you last time and you haven't done anything to move the conversation past that. Again, you are comparing apples to oranges here. It is absolutely impossible to design a 3D open world game where you can control the player experience in the way you are describing because there are an insurmountable number of possibilities that the player can take at any given moment. You cannot apply every 2D game design principle to a 3D one. Do you agree with that statement?