I get this all the time both from other developers and from our community. Open world! That is what you should do…it so cool!
However…while it may be cool, I see the challenges it creates for many of us, especially those of us who do not have a huge team, who are still learning as we go and who want to finish within a realistic time. Here are some of the info I have gathered, mostly from reading or talking to people. I am not the programmer for our game so I may be way off on some of these…but from the perspective of someone who is still learning Unity and the nuts and bolts of actually creating the world, it might be helpful to others in my shoes.
Positives to Open Worlds:
Great PR, players love them, or think they do. Tell them your world is the size of Texas and they get stars in their eyes. Your community will grow.
More realistic, no loading areas, no artificial barriers, just nice seamless game play.
Negatives to Open Worlds:
Lots of world to fill, tons and tons, with grass, trees, and other stuff. That takes time.
Unless you are very good and experienced at optimizing, the size of your world/terrain will affect your performance. Even if you tile and stream, you will still have issues that will require expertise and experience.
Remember, 4-8 textures per terrain tile. If you cut up your terrain, you can probably deal with this, but not easy to make terrain tiles with different textures match. Your fancy “10 different biomes” in your huge world won’t be as easy as you think. Same is true of weather, just a bit harder to do and make look good.
In a multiplayer game or MMO, players will spend lots of time running around looking for other players. If interaction is important to them, they may not stick around.
Boring worlds with lots of repeated items and stuff will not make all players happy. Some of those community members with stars in their eyes may give you a review criticizing your boring world.
Positives to Zones or Corridors:
You can spend more time on each zone, make it more detailed and special. It will be more interesting to players.
Optimizing is more straight forward and while still a challenge, is easier to handle. You focus on one area at a time.
No issues with textures since you can easily use different texture sets in different zones. Same is true of weather. Easy to set different weather for each zone.
Players can find each other easily because they won’t have to traverse a huge empty world. You can still have wilderness zones but players will know where to find each other.
Much easier to do for those of us without the expertise of a larger studio.
Negatives to Zones or Corridors
Loading times…although you can minimize these or make them interesting. Corridors used creatively could cut down or almost eliminate the player’s perception of loading.
World is not as massive…and this I think is subjective.
Not as cool. Some players will balk at this…No seamless huge world? Forget it, back to “insert popular MMO”.
Old fashioned, out dated, a sign of an indie game…
I am sure you can add others.
Forgot one…some issues with terrain can be solved by using meshes, such as the textures. BUT you should know how to use a 3d modeling program very well to use complex terrain meshes in a huge terrain.