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I worry that a larger hub and/or many more side missions is a slippery slope towards a sprawling mess of a game. For me, the incredibly tight and linear nature of the game is what made it so powerful of a story. Sure, there could have been more sidequests without impacting the game, but like I said, if you take it too far, and I have to farm for 20 goblin teeth to turn into a local merchant, I suspect that I would not have enjoyed it as much.
That all being said, prove me wrong devs! Give me RUINER 2 and blow my mind, please.
Having a hub of endless 'quests' in a sort of game++ mode would work really well, be fitting and really enjoyable. It doesn't compare with a tight story at all thats what the main game is for - but would make a really tasty bonus to grind our teeth onto.
Open world game design isn't bad nor a bad pattern; We had incredibly great open world games in the past... before it became a industry trend of copy-pastes. Open world is great when its trully fitting and part of the design process, something born out of the core ideas rather then a starting point. The problem with open world nowadays is when devs start by 'lets make a open world game' as if it were something on its own or worse when they look at a design looking on how to turn it into one. GTA making steady releases on the same formula with little additions, Ubisofts creating a formula for mass production and the many trying to copy is the problem- not open world itself as a pattern.
Also on that note what mostly kill open world games: padding, theme park and story.
-padding: when you are liberating yet another whatever for the 6th time. The game being just a landfill of 'modes'/missions with few variants.
-theme park: why mini-games and such? Turning every game into theme parks means a bunch of theme parks, not games
-Story: so many trying to focus on a main storyline when nothing open world speaks linear story. You couple the two... Witcher 3 for all its greatness and praise(and i love it) is a prime example- they don't really know how to make open world rpgs but linear stories so we have a urgent quest and you're sidewalking doing whatever.
...Meaning that without that its half the way for a good open world game; The problem lies more on how they're been done recently then the frame of openess.
Earlier GTAs. First wasteland. Fallout 2. Even Zeldas for that matter- none would be as good if they were linear. Don't bash open worldness in itself.
Ruiner(didn't finished yet) is a tight linear story that would suffer from any open worldness. Being somekind of 'social climber' cybernetic thug on a world of gang and company warfare in this setting making your way could work wonders on a sequel and would be fitting and would deliver on what i believe most feel- wanting to explore and experience more of this nice setting. Could be wonderfull done right- could be bad being uninspired full of padding; But thats on a teams design choices and delivery, not 'type' of game or its patterns.
We are open to all possibilities at the moment, but we are focusing on promised updates first. We will see what the future will bring ;)
Take care,
RUINERS