Yeap. I just feel like the "set in a city open world" formula hasn't evolved in a long time in meaningful ways because it would take years of just prototyping to find something really really good and revolutionary for the genre and no one has that kind of time to just prototype when they gotta start developing the game in order to stay in business. Either that or the only way to really make a wholly satisfying open world experience is to have an absurdly long dev time to make each sidequest unique with set piece moments etc. which is obviously not viable. Anyway I just feel like this genre needs a big revolution. It's the reason I can't get really excited for games like Watchdogs, Mafia 3 or even GTA series because I just assume that they won't cure the big bad of open world games. Games like The witcher 3 and propably Horizon Zero dawn I can tolerate a lot better for some reason.
I think one of the most important qualities of an open hub/world game is ensuring that the player is continuously engaged when not in a heavily scripted set piece mission. If you think about Mafia II, Empire Bay is window dressing for the narrative to exist. Driving from one mission marker to the next becomes the main focus to usher the player into story progression, even though the player is free to roam about as s/he pleases. I cant tell you how many times Ive walked into the identical looking gun store, pulled out a shotgun, blasted the store clerk away and robbed the cash register. On my first playthrough, I did this every chance I got when not involved in a Story mission to accrue money. But money really wasnt important in the game I did it to craft an open, role playing experience for myself (as I imagine many others did). When you spend time exploring/sightseeing in the city, upgrading cars at the body shop, maxing out ammo at Harrys gun store, theres a sense of guiding your own experience throughout the story. The developers didnt prescribe that element of going into a side mission and completing an objective, and the world certainly isnt as dynamic as a sandbox as many other open hub/world games are. This resulted in a lot of criticism; many felt the excessive driving shouldve been cut and the story shouldve evolved in a more traditional linear approach. But I cant tell you how much I appreciated the freedom to explore at my own pace. And the strengths of that game revolve around each Chapters design the missions feel grander, the shootouts feature a ton of technical interior detail and each mission is unique (for a TPS cover based shooter).
I'm definitely falling asleep, but I have three tenets that make an open world/hub feel good to me:
1. The main story/progress missions have to be structured and memorable enough to make them stand out from sandbox/open filler
2. If there are side activities/missions involved, they need to be complex/varied. Even if the nature of the activity is the same across different parts of the maps - each encounter should feel unique and substantial.
3. Having dynamic encounters, that trigger based on where the player is in the world. This is where the revolution needs to happen.
I think Mafia III is accomplishing some of these goals (I hope), by transitioning to an open world structure.