Short Pause: "Open-world games have come a long way over the last few years, but that doesn't stop us from wanting more out of favorite sprawling experiences, right? Here's three things we'd like to see more of in future open-world adventures."
Helldivers 2 players have taken it upon themselves to shoot those wearing pre-order armor. The developers are asking those involved to stop this undemocratic behavior.
Soul Covenant feels like a game from the early 2000s, with its repetitive gameplay loop, waggle controls, and nonsensical story.
Indie developer Carlos Alfonso is working on Cold VR, a game where standing still isn't an option. The complete opposite to SUPERHOT VR.
I would love to have more sophisticated AI in all video games, not just open world. I want a game that features enemies that use real tactics as opposed to jumping cover to cover out on the open with no regard for life. I want my actions to impact the game both short-term and long-term, which requires me to think more when I make decisions. I love that, and I think that makes certain games more immersive than others. There's no reason this type of feature can't be present in other games outside of open-world games either.
For me, the the recreational stuff is where I have a lot of fun when I'm not in the mood for completing missions. Gwent is one of the best features of The Witcher 3: Wild Hunt, I've spent an absurd amount of time learning and trying to master that game. Golfing in GTA is actually pretty fun too.
Environmental destruction that's what is missing in open world games. Also to have repercussions for failing missions meaning instead of say get stuck on a mission (failing and failing over and over), be able to continue regardless of success/failure and see the consequences of the players failure. For example, the player failed to kill the dragon instead of trying over and over to kill the dragon ;failing to do so, the dragon destroys the village/villages nearby. Seeing the destruction of villages may encourage gamers to improve their skills. Developers need to embrace failure.
What I wrote only works on open world games not linear games probably point and click adventure games.