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What Makes a Good Open-World Game? 5 Features to Look For

A rewarding open world makes player freedom matter. Here are five features to look for beyond map size and activity count.
Length4 min Posted Quest giverVGSources Team
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A good open-world game makes freedom matter: you can choose where to go and how to tackle problems, and the world rewards that choice with discoveries, new options or memorable encounters. A huge map and a long list of activities are not enough on their own. Look for how exploration, pacing, quests, systems and story work together—and judge them by the kind of experience the game is trying to create.

1. Your choices change how you play

Meaningful freedom is more than being allowed to walk in several directions. It means having useful alternatives: different routes to a goal, different ways to meet a challenge, or the option to leave and return when you are better prepared. The choices should shape your experience rather than merely decorate the map.

In a PlayStation.Blog interview, Elden Ring director Hidetaka Miyazaki described the challenge of balancing exploration, boss fights, progression order and events across the map. Bandai Namco’s account of the game points to concrete options, including choosing which challenges to face first and finding alternate routes into legacy dungeons. Those are one design approach, not a requirement that every open-world game center on difficult combat.

2. Exploration pays off

Roaming feels rewarding when it leads to something worth finding: equipment, an upgrade, a useful route, a surprising encounter or a place that stays in your memory. Discovery can also change your options. Bandai Namco describes exploring in Elden Ring as a way to find tools and solutions when a difficult encounter calls for a different approach.

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Nintendo’s behind-the-scenes coverage of The Legend of Zelda: Breath of the Wild presents exploration as one of the elements reinforcing the game’s “open-air” concept, alongside scale, combat, music and story. The useful test is not whether every corner contains a reward, but whether the world gives you reasons to be curious and makes discoveries feel connected to play.

3. The world’s activities fit together

An open world can contain combat, quests, traversal, character progression and quieter moments, but a collection of activities is not automatically a coherent experience. The strongest designs make those parts support the same purpose. Exploration might help you prepare for a fight; a quest might make a location matter; a new ability might open a route as well as alter combat.

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Quest design is part of that fit. A GDC session description for Horizon Zero Dawn explains that Guerrilla formed a quest-design team to support its vast world with narrative-driven quests, balancing systems-driven RPG content with action-focused level design. This is a useful lens when assessing whether side activities feel like part of the game or chores added to fill space.

4. Pacing respects the player’s freedom

A map can let you roam in any direction and still feel poorly paced. Long stretches of travel, uneven challenge or progression that does not respond to detours can make freedom feel like delay. Consider whether the game gives you reasons to move, lets you make progress at your own pace, and offers a sensible way to respond when you reach a challenge too early.

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Miyazaki has described both progression tempo and the player’s pace across a large map as design challenges for Elden Ring. He put the goal this way: “We want players to enjoy the game in their own way and feel liberated in this new open world that they can explore at their own pace.” The quote comes from a PlayStation.Blog interview published around the game’s 2022 launch.

5. The design serves the intended experience

There is no single formula for a good open world. Some games use combat and character builds to make detours useful; others make atmosphere, story or observation the main reward. Judge the world against the experience it promises, not against a checklist of features borrowed from another game.

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Combat-focused adventure

In Elden Ring, different builds, routes and challenge order can support players who want to explore or prepare before trying a difficult encounter. That makes combat one part of a broader set of choices, rather than a universal standard for the genre.

Environmental exploration

Breath of the Wild is a useful example of a game whose open-air concept brings exploration together with scale, combat, music and story, as described in Nintendo’s development coverage. Nintendo says the game released on Switch and Wii U on 14 March 2017.

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  • ELDEN RING is a fantasy action-RPG adventure set within a world created by Hidetaka Miyazaki—creator of the influential DARK SOULS video game series; and George R.R. Martin—author of The New York Times best-selling fantasy series, A Song of Ice and Fire
  • Danger and discovery lurk around every corner in FromSoftware’s largest game to-date
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Narrative-led quests

Horizon Zero Dawn illustrates a different design concern: making narrative-driven quests work alongside RPG systems and action-focused level design. The GDC source is a session description, so it supports that stated scope rather than detailed claims about the talk’s contents.

Exploration without combat

Combat is not essential. GDC describes Firewatch as an exploration- and narrative-focused game without combat or player death, built around expressive choices. Its example shows why world structure, goals, gating and encounters can matter even when fighting is absent.

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A practical way to judge an open-world game

After playing, consider these five questions. They are a way to compare design priorities, not a standardized rating system:

  • Choice: Could you meaningfully vary your route or approach?
  • Discovery: Did exploration reveal useful options, worthwhile discoveries or memorable moments?
  • Coherence: Did the world’s activities and systems support one another?
  • Pacing: Did travel and progression make your freedom enjoyable rather than aimless?
  • Purpose: Did the story and quests serve the experience the game set out to deliver?

Do not collapse those answers into map size or activity count. A smaller world can be compelling if its choices and discoveries matter; a larger one can feel thin if its space does not support the experience.

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Quick Recap

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Elden Ring - PlayStation 4
Elden Ring - PlayStation 4
Danger and discovery lurk around every corner in FromSoftware’s largest game to-date
$33.15

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