Have Open-World Games Become Too Big for Their Own Good?

MelloGeneral Gaming News1 month ago6 Views

Bigger isn’t always better.

There was a time when open-world games felt alive—every alleyway, hidden cave, or abandoned ruin held secrets worth uncovering. GTA: San Andreas, The Elder Scrolls III: Morrowind, Red Dead Redemption—these weren’t just big maps, they were handcrafted experiences designed to pull players in with meaningful content.

But in today’s industry, size has overtaken substance.

Developers are obsessed with bigger maps, boasting about the hundreds of hours of content they offer. But how much of that is actually engaging? Assassin’s Creed Valhalla claims to have 140+ hours of gameplay, but how much of that is genuine discovery versus mindless checklist tasks? Fetch quests, copy-paste enemy camps, uninspired collectibles—these mechanics pad the playtime without adding true depth.

Meanwhile, smaller, more refined experiences like Elden Ring and God of War: Ragnarok prove that less can be more. Their worlds feel vast without wasting your time on filler content. Every corner of Elden Ring holds something unique—an unexpected boss fight, cryptic lore, or a strange NPC with their own mysterious agenda.

So, where’s the balance? Should open-world games focus on quality over quantity, scaling back in favor of more meaningful interactions? Or do you love the idea of getting lost in massive worlds, even if it means sorting through some repetitive side content?

Let’s hear it—are modern open-world games better than ever, or have they lost their way?

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