Trilobit
Gold Member
The thing about GoT's open world is that it's very much formulaic and checklist-y, but they did a very good job of making checklist stuff happens as natural as possible. The guiding wind is such a genius touch.
At the very least, compared to Ubisoft games that shares a lot of same structure, there are much fewer UI elements on the screen and you open minimap/inventory significantly less frequently in GoT. It's easier to suspense disbelief and enjoy the illusion of free exploration. It's not GTA, BotW or Elden Ring but it's better than almost every other open world games out there.
For what I see, if you can't do the crazy sandbox mechanics of BotW, the only way to solve the open world problem is just put in the hard work and make things as diverse as possible. Elden Ring did it by having insane amount of enemy variety, hidden areas, intricate levels and just weird fucking things happening all over the map. Witcher 3 seems to have a lot of open world checklist stuff on the surface, but they also achieve success by creating a staggering amount of unique stories and characters to populate the world so it kept the experience fresh. GoY could probably do a bit of both.
I very quickly realized that GoT had very little interesting secrets to share when you explored. It actually made me explore much less than I usually do. I hope they do, as you say, implement Witcher 3 style quests or just about anything that makes it feel like you've found something secret and exciting.