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But I think you'll like rebirth a lot more it's way more open with a lot to do.
The original game wasn't open world, and neither is Rebirth.
Rebirth is open world. It starts off as open area but late in the game it becomes open
I'm not. Rebirth is an open zone game with clear level requirements for a smooth experience on the difficulty side of things.
GTA 4 is a true open world game, as is Batman Arkham City, and Immortals Fenyx Rising.
The term "open world" has become so skewered so that any huge map in a game is now considered open world.
That isn't what "open world" is supposed to mean.
The original FF7 was never called an "open world" game. It was broken up into segments that had their own level requirement for smooth gameplay. Just because the map becomes fully open once you obtain the airship doesn't make it open world.
Rebirth is the exact same way. Now, if you could go from the Grasslands region straight to Nibelheim and every enemy scaled to your level, that would make it open world since borders don't apply and levels aren't a factor.
I have never heard people calling FFVII "open world." Of the offline, single player FFs, I have never heard any of them called open world until XV.
Krypto didn't say GTA is the only/first open world game or anything like that. Just rattled off a few examples of games in the genre.
Level scaling is not required for open world games. It can scale or it can be static/ranged, but that isn't what makes a game open world.
In Rebirth, the optional "Dynamic" difficulty scales enemy to the player's party.
I've always seen open world games as maps you can go from one end of the other in without any sort of barrier like levels - story progression aside. Arkham City, Far Cry 3 or 4. Those are true open world games to me. AC Odyssey is also technically an open world game, but its world is heavily divided into levelled regions that will one shot you if you go one too early.
That's also how I see Rebirth: open zone.
I wouldn't say zero barriers is necessary to be open world, but the general thrust being that the game doesn't put a hard "you can not go there" over most of it. Now, I think it is better to have a "you should not go there...but you can." And this could be done in the form of higher level/more difficult enemies. Terrain that is hard to traverse without having first obtained more tools/vehicles/abilities, etc.
Like, World of Warcraft. I remember early on running around newbie zones, then my curiosity took me to scary looking places, and all of a sudden I'm facing skull enemies. I could go to the places, hell, some of them, I could even slip through to get elsewhere, but actually doing most things was prohibitively difficult. And that, I'm okay with. Xenoblade Chronicles X (which is much different from 1, as well as 2 and 3 as I understand it), also did a lot of this. IIRC, I could go wherever, but the zones would be utterly brutal and unforgiving if I actually went to them before I was ready.
Breath of the Wild, doesn't exactly have exp levels, but with the gear, hearts, and abilities, they dictate what content Link can comfortably do. There, however, player skill has a much higher ceiling, and if you're good enough, yeah, sure, whatever, you can beeline to a Lynel or Calamity Ganon and wtfpwn it straight after the intro. Some zones are much harder to navigate earlier on, so, it dissuades all but the most intrepid of players from tackling them until they get some more experience. And it does it in a pretty natural way. Not saying "you are not allowed to go there!" but "you're going to get your ass beat if you don't leave."
In my non linear games, I like that approach better: "You're free to make your own decisions, but here is the world you're playing in and you need to devise how you will deal with it."
Speaking of games that do the "you can go there but probably shouldn't" approach to the maps, Ghost of Tsushima does this really well with more difficult enemies in larger encampments that will wreck you if you don't have the right tools and abilities unlocked. The nice thing is that with enough skill, legit skill, you can still clear those camps and forts, which is really nice when most open world games have some RPG elements such as levels.
Breath of the Wild does this well enough, but that game's biggest crutch is the low enemy variety that never really gets more complex once you're a few hours off the Great Plateau. Elden Ring does a really good job of having a lot of enemy variety so you're constantly fighting something new and not just re-skins of old enemies.
I find that I have to be in the mood for the RPG level approach to world maps more often these days. Maybe I'm just getting old, but thinking of replaying AC Odyssey again has me basically wincing at the playtime I remember all too well, despite it being a very good game.
Breath of the Wild/Tears of the Kingdom's combat is kinda boring to me. I know there is a bunch of stuff people do to really take it to crazy levels, but, I'm not trying to do all the pausing and swapping stuff. That game is all about the exploration IMO.
Yeah, I didn't mention Elden Ring, but, totally.
I am playing FFXV again right now. I haven't played an open world game seriously in awhile, in the past few years, I've kinda been trying to be selective with them. I love the genre, but they take such an investment of time, that I really want to know it will be worth it before I commit. So, while it isn't a hard game, I dropped FFXV to Easy and am just kinda blowing through it to do the story and then do the DLCs. The only thing I'm thinking of really doing that is optional is the Royal Arms, which I'm working on the last two optional ones right now.
Anyway, actual open world is a fun genre. So are zoned. And so are linear. It's nice that they all exist. Different ones for different moods IMO. I like the variety.