There are already some huge maps out there, Just Cause 2 and 3 both have maps at around 1000km2, and those games are beloved by their players. But if the next Cyberpunk game was announced with Night City now being the size of an actual large metropolis, say like New York, would you say that’s too big? What determines what “too big” is?
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.
What determines what “too big” is?
Ease of travel and speed of travel. Even a small map can feel cumbersome, repetitive, and boring. If the missions are designed poorly, and the game mechanics ignore an entertaining user experience, walking down the same hallway a thousand times can feel like a chore.
“Too big” is a relative feeling that involves many factors.
I don’t think it can be too large, but like others have said, there has to be enough quality content in each location you can visit to compensate for the vastness of the open world.
It be amazing if you could go inside every single building/dungeon/etc. and have every one of them chockablock full of things to experience, like they did with Elder Scrolls 6, but look how long it took for that game to come out…
I recall True Crime: Streets of L.A. being too big. The city felt so similar, I just lost interest. It could have been that the hardware wasn’t where it should have been to land a project that ambitious?
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).
I feel Daggerfall would be too big without the quick travel systems, but thats the only game Ive felt dread about slow travelling to distant locations
There is no limit, but I am also a big fan of Daggerfall and thus clearly insane.
Are you insane, or have you achieved CHIM?
Not that there’s an appreciable difference…looking at you, Michael Kirkbride.
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!
It has pools in it!
Elden Ring is right on the threshold of too big.
Elden Ring DLC for me.
At least the main game, the world was kind of flat.
The land of Shadow’s map was kind of difficult to read. There was too many layers. Some things were underground. Some were above ground.
If the world wasn’t connected but broken by portals or something, it would have been fine. But condensed like that made it feel too big and I overwhelming.
I feel like having a toggle for overworld/underground similar to in the base game would have been very very nice.
I have not met a too-big open world as of yet.
Its not about being too big but too little stuff to do IMO. The first Assassin’s Creed wasnt even that big but felt like a wasteland going from one side of the map to the other
It’s about how much time is spent between points of interest. The size doesn’t matter.
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.
As long as it has fast travel I don’t mind having a big open world but if the open world itself feels empty without much life then I’m immediately turned off by the game
Reminds me of no man’s sky and it’s empty bajillions of planets.
I have 90 hours in no man’s sky and I got pretty burnt out on it. After a certain point, every planet feels the same and lifeless.
They have done some good work in last few years, specially the events here and there are fun. But after the event campaign is over. There is nothing else to hope for.
Funny, I have the opposite complaint about Fallout 4. In what is supposed to be a nuclear wasteland of a city where everyone is struggling to keep their small communities going, there are just too many people in such a small space to make this feel real. I liked Fallout 3 and New Vegas more because the world was properly empty, but still had so many things to discover.
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).
Damn it looks good. Still going to take ages until it’s finished, if ever
Yeah, I’m hopeful for an alpha release next year some time. Might be longer, but should be worth the wait.
Might be longer, but should be worth the wait.
it’s our only option, soooo we gotta wait either way.
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.
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…
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.












