@AzatiS: I'm not saying that open world games should be linear, or that linear games should be open world. What I mean is that I wish there was more variety in terms of what designers do with the open world, because most of them amount to traversal between activities with little interesting engagement between. That's not to say titles like Grand Theft Auto and Assassin's Creed should do away with that design paradigm because for some, that's what they are after. However, I wish there was more variety in how designers approached open world games. Like linear games, there are titles that are decidedly very linear such as Call of Duty which not only use linear levels but linear player-expression too vs. something like Bayonetta which has very linear levels but heaps of options that make these levels so fun to replay and improve at.
It's a matter of more options within a single paradigm for me. Too many open world games take a casual approach and there's not enough of an engagement in the actual open area. More variety I think would maybe help people understand that it's not a matter of linear level design vs. open world level design but in reality it's more a question of linear game design vs. deeper game design.
Also, as a side, The Witcher 3 and Breath of the Wild are quite different in how they tackle open world design.
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