It's too big when the developers are unable to fill it with enough interesting things to do and discover to keep my attention. But there's no absolute size I'd automatically consider too big, as it also depends on things like traversal. If you ride through the map on a mech going 400km/h, it can be much larger and more spread out than if I have to traverse the entire map on foot.
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To summarize this thread: It's not the size of the map, it's how you use it
Hey it's a totally average sized map! Some would even say it's too much!
Echoing what others have said: size doesn't really matter until it's notably empty with nothing of interest to justify it.
But also, Assassin's Creed Valhalla.
I think that all comes down to how the travel, visual appeal, and POIs are handled. As well as a personal interest in the gameplay loop. The following are my general opinions on a few games for why I think they do or do not work.
Daggerfall would be way too big, because the POIs are few and far between and there is no visual interest between, but it worked because it had fast travel.
Each of the successive TES games had more visual interest to them and wel spaced POIs and I spent a lot of time walking on first playthroughs without fast traveling anywhere.
Similarly No Man's Sky could seem too big at first blush, but if you like the gameplay loop it's infinitely fascinating. For anyone wanting to move further in it's also helpful that there are gates to help make large jumps, without them being a requirement to enjoy things.
Cyberpunk 2077 was very visually interesting and had a ton of POIs and was fun to traverse on foot and in a vehicle. I thought the size was fantastic on my first two playthroughs. The third time the badlands areas got a little frustrating though.
Stalker and Stalker 2, are very fun to traverse by foot for me despite being very large. They are visually very interesting, especially 2. There are plenty of things you can stumble on and explore. In fact on my first playthrough of Stalker 2, I didn't even realize it had a fast travel option for over 60 hours because I didn't feel the need to look for one to use. Loved the huge size of those.
WoW was horribly oversized, as are many MMOs. WoW was(and imo still is despite many upgrades since I played, just not a fan of toony looking games) completely uninteresting visually, had no "on the way" POIs and had no motivation to look around. Long travel was a chore on top of a burdensome gameplay loop. I hated WoWs size. It felt big just because it would take people longer to play. I can't express how fucking boring it was to me. And exploring had zero reward. I remember wandering into the water and swimming for like 30 minites to get behind some massive tree or something (all I remember was it was a brown gradient that's how dull the visuals were) and I get behind it and there was fuckall. That was the last time I played I think. More brown gradient and uninteresting light blue water gradient stretched off into a foggy white gradient. Fucking hated WoW but especially its size. MMOs like that are the equivalent of having a rail shooter that's more train ride simulator than shooter. It works for other people, I just couldn't stand it.
Outward is a fantastic game but it's world feels a little too big sometimes. I don't really enjoy wandering it that much even though I enjoyed the game on the whole. Just felt I got to the point of sprinting from one objective to the next because I was tired of traversing the map.
So it's really game dependant imo. If they nail some key aspects, size doesn't seem to matter.
I’m of the mindset that it can never be too big, as long as it has some life to it. I don’t mind games taking a long time to finish. And I don’t mind if the grind is in the traveling. It’s cathartic in a way.
I am looking forward to Light No Fire and have played countless hours of Minecraft and Star Citizen.
“Too big” doesn’t exist as long as I am enjoying myself.
It’s not about the size, but more about density of meaningful content. I like Elden Ring because every nook and cranny feels worth exploring. It’s the game that dares to hide optional areas behind optional areas, all with their own unique enemies and bosses.
On the other hand, taking Elden Ring as an example again, the mini dungeons were too repetitive. The first time visiting a catacomb is exciting, but it turns into quite a chore after the third time and onwards. You’ve already seen it all. Same thing with the dragon battles.
I think Elden Ring overall strikes a good balance with amount of surprises per square meter.
I think it's really interesting to compare a game like elden ring to something else like BOTW
My first time playing through elden ring I had an amazing time, and thoroughly enjoyed the open world experience. I made sure to explore every crack in every wall, not necessarily for the rewards, but rather for the exploration itself because that exploration felt magnificent
However, I've now played through elden ring four times over the years, and I quickly realised I was only playing for the bosses, with the open world merely being a hindrance to my journey. This problem quickly compounds, as the first few hours of a save is usually you running around buck naked looking for your weapons, smithing stones, flasks, etc.
This is opposed to something like dark souls 3, where your journey to get the build you want usually means you can a 30 second detour from your main path.
Compare this with BOTW, which I've also played through a fair few times, and it's easy to understand why these games are different. Unlike ER, I honestly thought of the bosses as more like hindrances to getting the powers, which would help me traverse the open world. To me, that traversal was the most enjoyable thing about the game
This might just be a tinfoil hat theory, but I think this is because of the difference in rewards between the two. Unlike ER, which most rewards being clearly defined and memorable, in BOTW the vast majority of rewards are either
a) spirit orbs from shrines
or
b) korok seeds
While the shrines themselves can be memorised, I'd say it's practically impossible to remember the location of all these things, mainly because there's no point - there are so many, you'll run into your fair share anyway. There are exceptions of course, with weapons and shields and the like, but for the most part it holds true
Anyway, this went on way too long lol
There was one maze type catacomb with teleporting chests that was like a breathe of fresh air.
Having played Minecraft and No Man's Sky, I can say that no world is necessarily too big, because infinite is not too big.
This is it.
GTA 5 was boring when it came to exploring, much of it was pretty empty unless there was a mission. Elder Scrolls Arena was just random generated repeated stuff - miles of it. Assassin's Creed Odyssey was a lot of copy and paste.
It can never be too big, but it’s a problem if it’s a big city with nothing to do (Cyberpunk).
I say density, though Elite Dangerous puts a spin on how large the map should be.
In Elite Dangerous, most of the galaxy is unexplored. The Bubble (human inhabited area) is fully explored, which steadily dwindles as you go to about 1k ly outside the Bubble. Out there, you're basically on your own.
When you explore and map unexplored areas, you actually get some money depending on the quality of your finds. If you find some Earth-like planets, for instance, you can get a lot of money from exploring. There is also an inexhaustible supply of systems to explore, so there's no need to worry about running out.
I spent 3 months in the void, didn't see another player for the entire run.
It's not a question of the world being too big or too small, it's the density of interesting things. A giant world with very little worth doing doesn't accomplish much, but similarly a small world where you're absolutely tripping over things that feel like you shouldn't skip them will also feel claustrophobic.
Additionally, the traversal system can help a LOT here. Even a world that has a lot of wide open dead space can feel good if the process of crossing that space is itself fun. Dune: Awakening comes to mind here, where there are large spans of open desert that you need to cross, but ripping across the dunes on my sandbike was so much fun I didn't mind the dead ground.
Do you remember LoZ Wind Waker? Maybe it's the nostalgia goggles, but ripping through the open water just felt good. I don't even think it was particularly mechanically fun. Maybe it was just the music.
The music and the bright colors in that cel shading style were great. They also did a really good job with the seagulls and the barrels and the silhouettes in the distance as you were sailing. Maybe it was just the contrast with all of the 'dark' games at the time. It was a gigantic mood swing from majora's mask. The music really helped sell it.
I think wind waker is good example of how to handle 'open world' without letting on that you're controlling the experience. I don't think any of the official 'next steps' ever had you sailing more than three squares away. The teleport was right when the world 'opened up' to you doing whatever you felt like, and the easily grasped concept of one square=one island with some interaction made sure there was no loss of focus on the developers or players. Obviously the main islands had more to do than the ones with just a platform/reef, but it worked.
More than bigger, I want more accessible interior spaces. Like cyberpunk, but you can go into other people's living spaces
Yes, this. Even if some of it is procedurally generated, how fun would it be to go in ANY door in cp77??
First mod I put in fallout puts mor interiors into city buildings. Frankly I'd be happy of 70% were recycled but 100% were accessible.
Witcher 3, gave I multiple tries and just got overwhelmed every time I looked at the map.
Huh, I loved it. I could either fast travel to get to the content quickly, or ride there and enjoy the scenery.
WoW is objectively huge, but they made it feel tiny by putting fast travel options everywhere. I would guess that any two points in the world are no more than 5m from each other if routed perfectly.
I want there to exist one MMO where you "live" in a city, and traveling to another city is actually so inconvenient that you only do it if you have to. Not because I want to make the trek, but because I want there to be a world just large enough that any one person has usually seen only ~1%, but the playerbase in entirety has seen >50%. I don't know if any such game exists.
traveling to another city is actually so inconvenient that you only do it if you have to
They don't work. Vanguard did it way back when, with their three continent world. Each one had enough content to get from lvl 1 to lvl 50, the max, and your starting race determined your starting location. It could take up to an hour to get to friends. Even on the same continent, with a mount (before they added flying mounts), it could take a half hour of running to cross the map... and players complained so vociferously that they were forced to add fast travel options.
There is no open world that is too big. They can only be too small.
However, the quality of an open world is not predicated on the size of the open world, but rather what is actually in it.
And this doesn't mean that open worlds must be drowning in content, as the quality of the content itself also matters, and certain worlds that are large and empty can still be interesting due to its traversal being good, or the sandbox nature of a large empty world.
Some of the worst examples of open worlds are the kind that are just filled with isolated little fetch quests; busywork that's all marked on the map with no element of organic exploration. Or the kinds of open worlds where nothing actually happens "organically" without the player starting it.
The best kinds of open worlds are the ones that emphasise exploration and/or have background systems governing the world in some way (i.e. factions that interact with each other without the explicit involvement of the player).
Nothing much new to say, just reiteration. A big or huge or gigantic map is fine, so long as it's populated by meaningful content.
Really wish Forspoken had been more populated. It's a huge world, and combat/abilty wise it's a great pure-mage action game, which I really really loved about it, that's not a very common thing. But my god, the world is so empty despite being so big, and most side objectives are just collectothons. There's some more difficult endgame content, but no real reason to grind up for it.
It's about how much time is spent between points of interest. The size doesn't matter.
The halo infinite campaign open world was kind of not alive enough so even though I've played bigger game worlds I think that's something to consider...
I don't mind size so long as there's meaningful activity.
For example, Just Cause 2 is huge with a massive variety of biomes but I enjoy hijacking military jets and blowing shit up on repeat and general traversal.
Infamous 2 and Second Son have very neat and small maps that are action packed and fun to traverse.
But then other open world games just bore me.
The Witcher 3 and Elden ring were massive, and I enjoyed them because the world's were beautiful, non repetitive, and dense with unique material.
My go-to "too big" is True Crime: Streets of LA. If memory serves it's a decent chunk of LA at 1:1 scale.
It's far too big and there's not much to do. It doesn't help that the game is dross.
It's never too big. That's why I'm pumped for The Wayward Realms (from the creators of Daggerfall, easily the largest world of its time).
How have I not heard of this one?
I did hear about Light No Fire from the No Man Sky devs. Looks impressive from what I've seen so far on it with it's supposedly literal Earth sized world.
Basically, how much of the world is interesting/fun.
For example, Fallout 3 doesn't do a great job of this, as much of the world is baren with no story or gameplay. Half of the world feels like it could be cut out without much loss. The Yakuza games on the other hand, have smaller worlds but they feel massive and fun because there's always something to do moments away.
The work-around is to make travel fun, so the "empty-space" is just more gameplay. The Just Cause games are the perfect example of this. All the movement mechanics are quick and satisfying, from the grapple and parachute, to the driving, to the OP wingsuit.
For example, Fallout 3 doesn't do a great job of this, as much of the world is baren with no story or gameplay. Half of the world feels like it could be cut out without much loss. The Yakuza games on the other hand, have smaller worlds but they feel massive and fun because there's always something to do moments away.
On the other hand, the world of Fallout 4 feels very cramped; you can't go 5 meters without encouraging something. Bethesda's games are interesting in this aspect – the worlds of different games are built similarly, but they differ in some small parameters (as in the density of Fallout 4), so they're ripe for comparison.
Personally, I feel there were two peaks in Bethesda's worlds – Morrowind and Skyrim. Both for different reasons.
Measuring size alone is meaningless, as gameplay affects perceived size, and density of meaningful content in relation affects the experience.
Size should match content.
Skyrim is canonically pretty close to the size and shape of Estonia, but in game it's very small. If the game's content was spread out to the "real" size, it would feel completely barren.
The map in Deus Ex MD was quite small, just a couple tiny districts, but it punched way above its size because it was so dense in detail.
Morrowind
Morrowind was exactly the perfect size for its content.
I would argue Daggerfalls map is unnecessarily large for the content it offers. At least Morrowinds NPCs have regional variation. In Daggerfall every innkeeper is exactly the same NPC. Its a technical marvel of its time, but by current standards is rather shallow.
Yea i think I mixed it up