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The Long Read / Games

Open-World Fatigue Is Real, and the Games Escaping It Are Getting Smaller

The CrossBinge Desk · 10 min read

The Witcher 3 was not the beginning, but it was the apex. After a map that took four hundred hours to exhaust, and after Skyrim before it, and Red Dead Redemption 2 after, the open world became the default assumption for prestige games rather than a considered design choice.

The pushback is not new, but it is louder now. Designers who spent the 2010s making worlds without edges are building the smallest games of their careers. The constraint is the point. Breath of the Wild is twelve years old. The things it did with freedom have been copied, diluted, and repeated until they feel like obligation.