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I'd rather have an on-rails game with solid progression breakpoints and a well-written story than a shoddy "open world" which is basically a glorified, absurdly large map with points of interests'. In the end, that's what most games have, anyway. Just a very large map with objectives, random crap and materials sprinkled around.
I only partially agree with the sandbox part, though. If it has enough incentives to keep playing even after you did everything in the game, they designed it right. The issue is, a bunch of cheeky developers always think that the sandbox aspect will save a game either due to "make your own fun", "infinite possibilities and content" or "modders will develop the game for us".
TL;DR: Very few studios/developers manage to make a decent game that has either or both of the aspects. I'm getting tired of the half-assed open world and/or sandbox games that have no content, soul or progression. The market is already oversaturated these days and people are becoming jaded at a faster rate. Myself included.
As far as sandboxes go, I loved spore, but there is a right way to do sandbox. I just hate that these two genres are a trend in our gaming sphere and has been for a obnoxious amount of time. It's fine if they exist, but they should not be dominating gimmicks in the mainstream...
Oh wait, I forgot to add the sentence about DDDA back, lol. Yeah. Even though 60% of the game was cut, it was a very "full" world that didn't feel like a shallow novelty. It had other massive issues, like how the save system works (and how prone to corruption it is), but the open world aspect wasn't an issue. My only gripe with it would be having to dash everywhere. Having some sort of low-fantasy mount that isn't a horse would be neat, but maybe that was also among the cut content. Especially considering how 2/3rds of the game was cut off. I'm pretty sure you HAD TO have a mount to go around, if the game world was the original size..
Sandbox games like Terraria (especially modded, but not necessarily), Starsector, Stalker Gamma (it's Anomaly, but with, like, 400+ mods) work well, since there is always something to do that directly contributes to your progress and effectiveness. On top of that, it doesn't feel like a chore to interact with the game. Sandbox works best when there is a harmony between content, progress and goals. Most sandbox games don't have a "proper" ending or endings. As if telling a story in a sandbox game (or letting the player end the game by their own choice) is something taboo. Really makes me wonder why developers are so shy about that aspect when making sandbox games.
With MH, the story doesn't really matter, or hasn't at least, but for a game like Zelda, you can't make an open world sandbox and tell a good story...The way I see it, the best way to make an open world is to make a psuedo open world and I always praise FF7 for doing this right. Sure, you had a lot of area to explore, where you could visit a lot of places, that made it feel like an open world, but it wasn't until the end game that you could actually explore everywhere and this I believe is where game developers are failing. They need to create places that are important to the story first and open up the world as those beats are hit.
Maybe I have the wrong definition of sandbox idk
Ah okay, I get that. Personally, I thought MHW did the whole sandbox style exceptionally well because even if there weren't the biggest, they were these living breathing ecosystems which I wish more games chose to pursue just to make their worlds feel more alive as it's not as simple as just slapping down animals with basic AI on a map. Open World as a genre does seem to have become a bit poisoned over time so I can definitely agree with the sentiment.
You can tell that MHW is gonna be an open world because they used the world "WILDS...and what other games have used that word? Games that have open world...
Back to World though, I LOVED the maps on that game and how it felt so alive, except the grinding lands, that place felt like a cop out....but I saw those more like levels and less like open world. You see, you can't just go from one biome to another, you are stuck in the jungle for that specific hunt and until you leave, you can't go anywhere else. An open world game would be that I could hop on a tamed animal and run all the way to the other side of the map and enter into another area of the world, so World was not an open world game, it just had levels without any loading inbetween them, which is what I loved.
People who claim that MHW is a genuine open world game are either delusional or don't know what "open world" means,
TL;DR: The locales are simply not large enough to consider MHW an open world game. They aren't even physically connected, in terms of gameplay.
PvP-FPS games are ruined by the battle royal hype.
Dark Souls being one of my favourite game series ever Elden Ring I did not seem to get trough because it was to open world for me.
Same happened with Diablo 4, I feel it was so pointless making it an open world just for them to add instant teleport inside of the dungeon because going from dungeon to dungeon took people to long.
There are indeed some very good open world games but those where probably made with the idea of creating a big open world and not because open world games are a hype so lets turn this franchise into one.
I've said this in the comments already, but I wouldn't have a problem with sandbox mechanics if at first it focused on what it needs to linearly tell it's story. After the certain beats have been hit to move the story forward, sure, go nuts, but that's not how sandboxes are created. I believe you need some structure in your game if you're going to tell a coherent story and the new Zeldas don't do that.