I’ve noticed that when I play open world games I can have wildly different emotional reactions to exploration. Like, a new quest hub opens up and sometimes I go “Oh nice, there’s so much to do” and sometimes I go “oh no, there’s so much to do”. Why does this happen and what design choices make the difference?
Ask a Game Dev
JANUARY 16, 2025
You already have all of these things youre thinking about already - this quest for this NPC, that collection for the thing you wanted to craft, how to defeat these particular monsters, etc. For an open world game like you mention, this means careful placement of quest givers and quest goals relative to each other in the world.
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