Buggy Loop
Gold Member
The reason why open worlds are as big as an ocean, but as deep as a pool is not due to hardware limitations. It's due to developer choices.
Wasting player time with nonsensical trekking is a way to pad play time. Or worse, a way to force the player to waste money in mounts and micro-transactions.
It's not difficult to create a huge open world. Even in the 90s, there were games with huge worlds.
The difficult part is to fill that world with interesting things for the player to do.
That takes a lot of time, talent and effort, to create characters, quests, activities that are fun to play.
But most devs just fill it with repetitive grind.
From memory, Elden Ring and Tears of the Kingdom have been the only open world games this generation that I've found interesting. Most other open world titles have been the same boring shit that I spend a couple of hours playing and then drop them.
It's the difference between making an open world with made by hand points of interests that attract player to go explore and a neat terrain generator with copy paste camps/buildings that serve no purposes
Worst offender being Starfield planets in recent memory