>worst part of Gen 1 is because it's too open, but at least you can skip most of it>worst part of Gen 2 is because it's too open, but most of it is mandatory>worst part of Gen 3 happens to be too open, but that has more to do with the dogshit encounter table>Gen 8 just falls apart more than it already is when you interact with the open part>Gen 9 has a spastic difficulty curve depending on where you go whenJRPGs and open world do not fucking mix, you have to gate content based on level. Level scaling just makes everything feel the same, and arbitrary level gating is unfun and unnatural, so funneling the player into more specific areas is generally the correct way to do it. We live in a world where Dragon Quest 3 released, we know how this shit should work. Of course, you can go too far with it. I always go to the difference between BW and XY, where BW has an incredibly linear story but constant and consistent optional areas on the side, while XY is incredibly linear and has so few optional areas it just feels like you're going through the motions and you're just happy Lost Hotel exists and is good. Unfortunately GF might have learned the wrong lesson and is putting an entire game in XY's worst exploration area, Lumiose, unless they're trying to make it good this time which whatever, Legends was almost reasonable. If you're going to make an open area, look at the Xenoblade titles, those games are expert level with this sort of thing. In fact, I'd argue there's a strong similarity between Gen 5 on a conceptual level, fairly straightforward main progression with lots of optional exploration, but the Xenoblade titles do it so much better it's not even funny. I guess that's what comes with not being limited by the DS.
>>57999587It's impressive how that huge area on the open world picture is less complex than that single area of Twist Mountain you replied to.