Contemporaneous gamer dogma was that open worlds were superior and that a more structured or linear design philosophy had been rendered obsolete.
I
still hold that to be true. Exploration should be something that should be emphasized in rpgs, and I think rpgs with what are effectively long hallways as levels are antiquated and lame.
The problem is developers, publishers and gaymers got it in their head that what was important in open world design was the sheer size of it. And of course the reality is there is an inverse relationship between quality and quantity. But you can't tell normies, especially when marketing, that they would actually enjoy a game
more if it had
less "content". Can't fucking do it. Retards still bring the bullshit "hours of gameplay" metric to the table when trying to argue whatever flavor of the year AAA open world gayme is the Greatest Gaming Experience Ever.