Open world for the sake of it. I get why it became popular, and I do think a *small* hub world between missions is alright, but if it’s not gonna add anything but time-wasting to gameplay then there’s no point to it. Ubisoft games are the biggest culprits, but I will say that at least in AC1-3, the open world roaming was at least a good part of the gameplay with the (admittedly sometimes rough) parkour, and assassinations, but a lot of games are out now where there’s 30 hours of the actual gameplay/plot but 70 hours of random bullshit.
Some games need open world to work. Bethesda games rely on their open world and exploration of the world as the primary form of gameplay. Might and Magic, similarly, relies on exploring things in your own path in a large open world as the primary form of gameplay. Can anyone say that Wiz I-III/V would’ve been better if Llylgamyn was fully explorable? Or if you had to directly control your ship in Mass Effect rather than just top down directing it within clusters? Small hubs are better imo for most games where they don’t want to just have a mission select screen. I can’t even finish the modern games I like cause there’s just so much fluff in between the plot progression (ie Mass Effect Andromeda, AssCreed Odyssey)
I found that this is really noticeable in series that aren't typically open-world.
I played FF15 last year for about 15 hours before getting bored with it. In the 15 hours, I drove around the first zone (desert) and I think I got on the ship. Almost nothing happened.
Compare this to other FF games:
- FF15 mobile (basically abridged FF15): you beat the whole game in that time
- FF10: don't remember, but you would be somewhere in the middle of the game by then, probably know what Yuna is up to and having done the awkward laughing scene
- FF8: you would already have led an amphibious assault, gone to a dinner party, planned a political assassination, gotten iced and one of your companion's garden would get missiled, also middle of the game
- FF7: Aerith would have long been stabby-stabbied and you would be doing flashbacks
So we now have games with similar volume of content stretched out by the mostly-empty open world, while there are also more games out there in general. Unsurprisingly, nobody actually finds out how the story ends.