What do we mean when we say 'Open World'? Has it become a genre defining term now, or does it still refer loosely to a game in a large playable space?
If I was a game designer, I wouldn't make games in the "Open World" genre (if such a thing exists), even if I made a large playable space comparable to that of an open world. Namely being, I'm really about narrative driven experiences, and games haven't tapped their potential in this area. Instead of working on tightly knit interactive games, where the story is forged by the person playing, most developers have taken the cheap way out going after narrative cinematic experiences.
What I've never understood about this is that a "cinematic experience" is a cheap way of pushing the medium forward and actually contributes to the shallow market which has most successful games fall in the "Open World" or "Cinematic" camp. My understanding as to what the reasoning is lies within the fact that cinematic games don't have to allocate processing power to maintaining game systems, since every "level" is designed as an illusion to an interactive experience. If I know exactly where a player is going to be, I'm not going to render the area shown in the last level, and I can hide load times behind cutscenes (even when not pre rendered) for example. Cinematic games give developers the opportunity to pretend that a living breathing world is being generated, and the fact that games keep getting high praise for those cheap tricks is a bit ridiculous imo.
Open world has pretty much been "perfected" (if you want to call it that) by Ubisoft, so every game that has the OW system riffs off the Ubi formula heavily. Even BotW riffs off Ubi, which is pretty much the latest OW darling in the public eye. The only mainstream game that doesn't is GTA, and that is debatable whether that's actually OW or not. Plus, Rockstar have been crafting "OW" games for a long time, before it was really mainstream.
I digress, OW is a rather uninspiring gaming genre (if it counts as one). Make a massive land mass, and fill it with drivel pretending to be content. Not interesting in my opinion. A much more engaging and interesting game creates a world out of it's mechanics and instead of having to restrict the player, you challenge them instead. It is a game and you want your players to have something to play, right? What if you were playing as a civilian in a city currently under martial law, and you have a 9pm curfew? However, the game didn't stop you from going outside with a game over screen. Instead, you aren't restricted by the game itself, but rather your own playing ability. So for instance, the game features a fully featured A.I. policing system, alongside a separate A.I. system. You can sneak out, stay in, cause a ruckus: the game reacts to your actions. How about you take it one step further and have the game A.I. directly force you to act. For example, you've been trying to play as a law abiding citizen during your playthrough, yet all of a sudden, there's a bounty on your head. Now the game is directly challenging you: not only are the police of the state after you, but so are the citizens: the very same you spent the majority of your play-through not minding. There are a few gaming titles that do this, under the "immersive sim" category.
However, how many (if any) go one step further and have the A.I. react to itself? Instead of the player doing anything, the citizen A.I. causes an NPC to incite a riot, randomly in game. Now you, a law abiding citizen, has suddenly been present during a riot. Despite the game not giving you any cues or instructions, you've decided on what you need to do. Depending on what's happened in your playthrough and your own personal objectives, you as a player would react differently to this situation. With such a title, the developer has created multiple opportunities for player stories, without having to write a single scenario. Imagine the replayability for games with advanced A.I. mechanics holding the game together, instead of trying to wrestle the player into experiencing your story and vastly shortening the game's opportunity to provide an interesting experience and replacing that with the vapid entertainment below what you get at a cinema for around 3 times the price.