this post was submitted on 04 Nov 2025
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There are already some huge maps out there, Just Cause 2 and 3 both have maps at around 1000km^2^, and those games are beloved by their players. But if the next Cyberpunk game was announced with Night City now being the size of an actual large metropolis, say like New York, would you say that's too big? What determines what "too big" is?

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[–] prole@lemmy.blahaj.zone 2 points 20 hours ago

I prefer smaller open worlds, like in the Yakuza series

[–] orenj@lemmy.sdf.org 2 points 19 hours ago (1 children)

Elden Ring is right on the threshold of too big.

[–] bytesonbike@discuss.online 2 points 10 hours ago (1 children)

Elden Ring DLC for me.

At least the main game, the world was kind of flat.

The land of Shadow's map was kind of difficult to read. There was too many layers. Some things were underground. Some were above ground.

If the world wasn't connected but broken by portals or something, it would have been fine. But condensed like that made it feel too big and I overwhelming.

[–] Jakeroxs@sh.itjust.works 1 points 1 hour ago* (last edited 1 hour ago)

I feel like having a toggle for overworld/underground similar to in the base game would have been very very nice.

[–] USSEthernet@startrek.website 2 points 8 hours ago

Witcher 3, gave I multiple tries and just got overwhelmed every time I looked at the map.

[–] Buffy@libretechni.ca 2 points 1 day ago (1 children)

Hot take, but the open world nature of Elden Ring drove me crazy. Coming from a series grounded by its tightly knit and highly curated environments, I never understood why Elden Ring is so unanimously considered the "peak" of the series.

I enjoyed my time with it, but I couldn't help but wonder what the game could have been without the open world inclusion. So for me it's not necessarily "how big is too big", but whether or not the gameplay necessitates an open world.

[–] delcake@lemmy.zip 2 points 4 hours ago

I'm with you on it, because my completionist tendencies saw me trekking between one too many copy-and-pasted side dungeons in the 50 hours I gave Elden Ring before I couldn't take it any more and never came back to finish the game.

It's not like the moment-to-moment combat is any less fun than the games that came before it, but since the game lets me indulge in my worst tendency of finishing every optional thing before progressing things it just felt like a meaningless checklist slog.

It's definitely a "me" problem, but it's just one reason why I tend to prefer a more focused experience than a sprawling open world.

[–] schwim@piefed.zip 2 points 1 day ago (1 children)

I have not met a too-big open world as of yet.

[–] PP_BOY_@lemmy.world 1 points 1 day ago

Its not about being too big but too little stuff to do IMO. The first Assassin's Creed wasnt even that big but felt like a wasteland going from one side of the map to the other

[–] thatradomguy@lemmy.world 2 points 1 day ago

Was that 30GB RAM Harry Potter game real or were my friends messing with me? 'Cause my answer would be that.

[–] whotookkarl@lemmy.dbzer0.com 2 points 1 day ago

I don't think there's a too big for a simulation type game world, go all the way. But for more directed game styles that are narrative driven or more carnival ride than simulation don't make it boring use techniques from past games; the keeping distant landmarks in view outside like in New Vegas, or hilly landscapes to obscure stuff to discover like in Zelda or Skyrim. Bad examples would be like traveling between towns in daggerfall or those monuments in the middle of nowhere in starfield.

[–] pheonixdown@sh.itjust.works 1 points 1 day ago

An Open World is only too big if it requires loading screens at transition points that aren't natural. An Open World can have an insufficient density of relevant content, where exploring it has too little marginal utility to the player, and therefore it is ultimately not useful to exist.

[–] rafoix@lemmy.zip 1 points 7 hours ago

Depends on the mood I’m in.

Zelda BotW is a giant map and mostly chill game that I have tons of fun just taking my time exploring.

Far Cry 3 has me going around murdering folks and clearing camps non-stop at a pretty good pace.

Far Cry 4 was way too much pew pew and it bored me.

[–] tal@lemmy.today 1 points 1 day ago

I don't think that there's a "too big", if you can figure out a way to economically do it and fill it with worthwhile content.

But I don't feel like Cyberpunk 2077's map size is the limiting factor. Like, there's a lot of the map that just doesn't see all that much usage in the game, even though it's full of modeled and textured stuff. You maybe have one mission in the general vicinity, and that's it. If I were going to ask for resources to be put somewhere in the game to improve it, it wouldn't be on more map. It'd be on stuff like:

  • More-complex, interesting combat mechanics.

  • More missions on existing map.

  • More varied/interesting missions. Cyberpunk 2077 kinda gave me more of a GTA feel than a Fallout feel.

  • A home that one can build up and customize. I mean, Cyberpunk 2077 doesn't really have the analog of Fallout 4's Home Plate.

  • The city changing more over time and in response to game events.

[–] NuXCOM_90Percent@lemmy.zip 1 points 1 day ago* (last edited 1 day ago)

Big enough that I lose interest or notice the padding.

A lot of it boils down to execution. The more urban areas of a Sleeping Dogs or the TW3 map with the Bloody Baron (not the viking map) feel geuinely massive enough though both are on the smaller end. Whereas something like GTA5's San Andreas actively pissed me off because so much of the game was just driving to and from set pieces on the interstate.

That said: I actively don't care about completion unless I really love the game. So if something was 40000km^2... I might never leave the two square kilomters the actual game takes place in and not care about the rest.

As for Just Cause 2 and 3? Neither felt overly large but both were broken down into regions and I mostly just played those whenever I felt like over the course of a month or two. So it really was closer to "levels" than anything else.

Contrast that with a Far Cry 2 which is downright tiny and... I'll never have the patience to drive past even one outpost ever again.

[–] Blackmist@feddit.uk 1 points 19 hours ago

Depends how full it is, how interesting is it (note this is not the same as full), how fast you can travel, and how fun movement is.

There's a lot of elements to open world and a lot of devs get the balance very wrong. You end up playing in a map rather than the world.

[–] tpihkal@lemmy.world 1 points 1 day ago

I don't think it can be too large, but like others have said, there has to be enough quality content in each location you can visit to compensate for the vastness of the open world.

It be amazing if you could go inside every single building/dungeon/etc. and have every one of them chockablock full of things to experience, like they did with Elder Scrolls 6, but look how long it took for that game to come out...

[–] IWW4@lemmy.zip 1 points 1 day ago

It is all about the amount of content. If you are just wandering around with nothing work doing than to hell with that.

[–] bert_macklin_fbi@lemmy.world 1 points 1 day ago

I recall True Crime: Streets of L.A. being too big. The city felt so similar, I just lost interest. It could have been that the hardware wasn't where it should have been to land a project that ambitious?

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