>>724649971
We both know there's always shitty examples out there, the "level design" of old corridor games were not actually mind-blowing. While modern tools make modern OW equivalent and superior to corridor games, no different from making an incredibly large "level" where there are multiple things to do before you can cross the gate to the next one.
Instead of using a game mechanic only once in the corridor segment dedicated to is, you have many opportunities to use them.
If you want any decent background better than a skybox, you need procedural generation.
If you intend to have weather improve both visuals and gameplay, you can hardly do that on a small scale.
If you want any vehicular gameplay, or even a feeling of actually traveling, you need vast expanse.
>you explore linear games, you have no idea what is up ahead. there are plenty secrets and alternative routes you can take. the exploration of linear games is far more rewarding
You better be baiting, open-world literally do every single one of those much better, it's their main selling points.
Decent design will give you the same kind of custom challenge but without the frustration of being herded like a cow. And if you do need a linear approach or area, there's plenty of way to do it.
Stuff like Skyrim are overrated kind because they chose the laziest approach possible, no different from linear arcade games where you just chose activities from a main menu, except the menu is a big map.