Leave the lore dumps and small islands alone!
I think so The Elder Scrolls IV: Oblivion Unknowingly, we've set a terrible precedent for how to start an open-world video game. It begins with his half-hour or so dungeon crawl where he learns the game's combat mechanics and creates a character, before exiting through a sewer door into a bright, expansive open world to continue the rest of his adventure.
Dear game journalists, elder scrolls Fans and casual players at the time were amazed by this opening design. It was so popular and beloved that almost every other big video game now has weird pacing issues. If you're playing a large single-player story-based game, you can almost count it. oblivion Use a standardized checklist. You are slowly introduced to the world in a small, enclosed area, and then suddenly you are thrown into the larger scope of the story – often opening the door to bright scenes.
Is this design good? Sometimes, maybe. I believe it was twenty years ago. But I suspect that its ongoing life is simply a shameless copy of a “safe” trend. And it went on for so long that it bloated over the years.
The more I experienced these openings, the more I realized their enormity.