I always feel like the variety of content of an open world is a surface level solution to make it appealing, I think there's something deeper in the design of the world that makes or breaks it, but maybe it's just based on my own opinions & biased.
Shadow of the Colossus is the most iconic example of a basically empty open world that still hits right, but it's maybe less popular on the standard AAA open world RPG scene that most players expect?
Illusion of choice & depth is quite important for players, even when they'll never actually use all of it. "Variety" doesn't mean much, we've seen the limits of procedural, I think what players seek is a feeling of actual surprise and that's a lot harder to create.
I always feel like the variety of content of an open world is a surface level solution to make it appealing, I think there's something deeper in the design of the world that makes or breaks it, but maybe it's just based on my own opinions & biased.
Shadow of the Colossus is the most iconic example of a basically empty open world that still hits right, but it's maybe less popular on the standard AAA open world RPG scene that most players expect?
Illusion of choice & depth is quite important for players, even when they'll never actually use all of it. "Variety" doesn't mean much, we've seen the limits of procedural, I think what players seek is a feeling of actual surprise and that's a lot harder to create.
Yeah right a feeling of actual surprise is a great way of putting it