Open World Games Are Getting Worse (Here's Why)

Open world games used to feel like somewhere real. Now they feel like a to-do list. Here's exactly how that happened — and which games actually got it right. I'm breaking down 5 design mistakes that keep showing up in open world games — from the Ubisoft formula tower mechanic that kills exploration, to yellow paint climbing guides that hold your hand so hard they snap it off. With examples from Elden Ring, The Witcher 3, Final Fantasy Rebirth, Horizon Zero Dawn, Gothic, Red Dead Redemption 2, and more. What we're covering: ▸ The Tower Mechanic — how one Assassin's Creed feature quietly broke an entire genre, and why Elden Ring's map design still holds up ▸ Bloat — why open world games are terrified of silence, and what Red Dead Redemption 2 understood that Far Cry 5 completely missed ▸ Yellow Paint — the climbing design philosophy that treats players like they've never seen a ledge before, and how the original Gothic punished you for getting it wrong ▸ Meaningless Quests — the fetch quest problem, and why White Orchard in The Witcher 3 is still the best 30 minutes of side content ever made ▸ Restricted Open Worlds — why some open worlds aren't actually open at all, and what Skyrim and Gothic 3 got right that modern games keep ignoring These aren't complaints for the sake of it. They're patterns. And once you see them, you can't unsee them. Timestamps: 0:00 — Intro 0:33 — #5: The Tower Mechanic 3:17 — #4: Bloat 6:34 — #3: Yellow Paint 9:07 — #2: Meaningless Quests 11:39 — #1: Restricted Open Worlds 🔔 Subscribe for honest game design analysis, blind playthroughs, and gaming commentary that doesn't pull punches. #OpenWorldGames #GameDesign #UbisoftFormula #GamingAnalysis #EldenRing