open world open-world open world open-world

Opinion: It’s Time for Games to Move Away from Open Worlds

Open world games once felt fresh but now often lead to repetitive gameplay and empty spaces, making it time to reconsider this trend.

Open world games once felt fresh but now often lead to repetitive gameplay and empty spaces, making it time to reconsider this trend.

From Innovative Mechanics to Chore-Like Gameplay

Once upon a time, the phrase “open world game” sounded revolutionary and exciting. But those days are long gone. Nowadays, nearly every major AAA studio believes their game can’t succeed without an open world—often even when the game doesn’t truly need one, and developers themselves aren’t sure how to fill these sprawling virtual landscapes.

The concept of an open world itself is a fantastic idea. Yet, it seems the industry might need to take a break from it, at least for now.

Opinion: It’s Time for Games to Move Away from Open Worlds
Opinion: It’s Time for Games to Move Away from Open Worlds

How It All Began

The open world idea traces back to the 1970s and 1980s. Developers dreamed of giving players a real sense of freedom, even on eight-bit systems. While there’s no clear consensus on the very first open world game, titles like Elite with its procedural universe and The Legend of Zelda with nonlinear exploration were early trailblazers that inspired many.

8-bit Elite laid the groundwork for today
8-bit Elite laid the groundwork for today's space simulators

The true revolution came in the 2000s. The Grand Theft Auto series introduced the wider public to what an open world could be: a sandbox filled with atmospheric nighttime drives, mini-games, and storylines woven into the very fabric of the world.

Bethesda also seemed to own the “open world” concept for a while. Their hugely successful releases made it clear the demand for this mechanic was enormous. Back in the early 2010s, saying “we’ll do it like Skyrim” was an effective way to secure funding. CD Projekt RED used this approach when pitching The Witcher 3 to investors.

“A few years ago [during The Witcher 3 development], Skyrim had just come out, and Game of Thrones was gaining popularity on HBO. So every presentation ended with the line ‘Skyrim meets Game of Thrones’... It was a very catchy phrase. Everyone who heard it liked it and remembered it.”

— Michał Nowakowski, co-director at CD Projekt RED
The Witcher 3 was often compared to Skyrim upon release
The Witcher 3 was often compared to Skyrim upon release

Ubisoft joined the race with their take on open worlds in the Assassin’s Creed series. Around that time, gaming journalists dubbed open world “the main driving force” behind game development. Studios and management caught the wind’s direction, and the industry’s gears started turning differently.

You Are Here

Today, what was once a breath of fresh air has become the standard. Any self-respecting AAA studio aims to deliver a game with an open world. What was once an exciting, ambitious concept has turned into a checklist item for investors. Sounds harmless, right?

On the surface, yes. But creating a massive map isn’t enough to keep the magic alive. Dots to clear on a map won’t cut it. Beautiful packaging isn’t enough—you need meaningful content. And this is where the trouble starts.

Problem #1: Monotony

To have something to showcase, worlds grew bigger but also more monotonous. Ubisoft’s games became the meme for this: utterly identical missions scattered across a huge map like crumbs on a dining table. And completing them is as thrilling as picking up those crumbs one by one.

“Finding interesting quests in Shadows is hard. While Assassin’s Creed: Valhalla showed a trend toward higher-quality side stories, here they took a step back. Almost every NPC asks you to collect something or kill someone: no mechanic experiments, minimal plot twists or fun stories.”

And what’s the point? Just to proudly claim “200 hours of content”? When most of it is dull grind resembling menial tasks, it’s a blatant disrespect for the audience.

Problem #2: Emptiness

Let’s consider another scenario. Developers build an open world again, this time enormous, following modern trends. If the studio resists Ubisoft’s shortcut of filling the map with repetitive missions, another problem arises: emptiness.

An empty world can have its charm, but most gamers find this off-putting. Developers themselves notice this.

“The bigger the scale, the higher the chance that this huge area will be empty. And that’s exactly what players hate most: a huge open world with nothing to do.”

Remember Final Fantasy XV? It had one of the largest maps in video game history, but the developers’ effort didn’t pay off: the world turned out far too empty.

Final Fantasy XV
Final Fantasy XV

Problem #3: Time and Money

Finally, open worlds demand loads of development resources. Even rushed, gigantic empty worlds consume lots of time and energy, meaning money too. This can hurt other game aspects: core mechanics, quests, story—all the things that make players want to come back.

Only mega-projects like GTA 6 can afford both scale and depth
Only mega-projects like GTA 6 can afford both scale and depth

If an open world built with tons of resources were truly deep and engaging, it’d be worth it. But sadly, see problems #1 and #2.

Enough Chewing on Cactus

Honestly, every year it becomes clearer: not every studio can deliver a truly vibrant and interesting open world. Still, many keep trying—probably because “it’s required,” or investors believe only such a game can sell. But there are enough recent examples proving otherwise.

Take Baldur’s Gate 3, for instance. The game doesn’t have an open world—just large, well-filled locations packed with engaging content. They’re alive.

Today, an open world by itself doesn't add much to a game anymore. Maybe it once did, but those times have passed.

That’s why I want to urge developers to move forward. To make a lasting impression, it’s better to add depth and meaning instead of just scale. Like Clair Obscur: Expedition 33: a fantastic product made by a small team because they knew where to focus.

Of course, this doesn’t mean all open worlds are bad. Take the upcoming GTA 6 —Rockstar has the experience and resources to create a genuinely rich, living space. But that’s the exception, not the rule.

What do you think about modern open world games? Share your thoughts below!

FAQs

  • How did open world games start?
    They originated in the 1970s and 1980s with early games like Elite and The Legend of Zelda that offered players freedom to explore.
  • Why are modern open worlds criticized?
    Many have become repetitive and empty, filled with similar missions or vast but barren landscapes.
  • Does open world gameplay always require a massive map?
    Not necessarily; meaningful content and depth often matter more than sheer size.
  • What are some successful alternatives to open worlds?
    Games like Baldur’s Gate 3 use large, detailed locations instead of open worlds, focusing on rich content.
  • Will the open world concept disappear?
    It might evolve or pause as studios realize not every game benefits from it, but mega-projects like GTA 6 will likely continue pushing its boundaries.

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author avatar
architeg Founder and Chief Content Creator
As the founder of Console Classics, Valeriy draws on years of hands-on expertise in retro gaming, TCGs, and collectibles to bring you reliable news, honest reviews, and expert tips you can trust.



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