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god caps a linear game with a ♥♥♥♥♥♥♥♥♥, and puts stains at regular intervals. now whatt humans.
A real open world, you are really free to go where you want when you want (or almost) and trace your path without being easily lost or being totally guided by predetermined paths (which falsely gives the illusion of an open world) where the world becomes empty when you deviate from it.
In a real open world, old (or already visited) areas do not become useless either.
Above all, a detail that people often forget: a real open world requires a lot of resources (money, time, etc.) that a studio does not necessarily have or that could have been spent elsewhere.
Hence empty or repetitive open worlds.
I seem to play more open-world games though.
Open world obviously has more freedom, but the types of games that feature them tend to not do anything particularly well - they are jacks of all and masters of none.
Linear obviously lacks that freedom, but I find artistic direction and setpieces to be much better in linear games and the game can focus on the all important aspect of l e v e l d e s i g n. Whether it's a chokepoint flooding you with a bunch of enemies, or an exquisite scene portrayed by the devs that would be impossible with an open world game, linear just has more focus to me, which I like.
And then you have I guess hybrid systems like Bioshock, which enable exploration, but are still more closed than the traditional open world and I really like that as well.
I will say that none of the games I hold in highest regard are open world, though.
Also these. Open world games tend to be lazy and empty and it would take colossal effort and resources to make them feel truly alive.
What about highly complex immersive sims versus cookie cutter Ubisoft open worlds?