Open | World
: What unique "stuff" is scattered around to reward the player for wandering off the path?
Open worlds fail when they are "massive and boring". Use professional techniques like those from or CD Projekt RED to maintain engagement: OPEN WORLD
: Major points of interest should be roughly 4–6 minutes apart, with minor ones every 1.5–3 minutes. : What unique "stuff" is scattered around to
Start by defining the specific draw of your world. Is it about survival in a post-apocalyptic scenario , or the "illusion of choice" in a narrative RPG ? OPEN WORLD