Big worlds filled with miles of procedurally-generated countryside might look impressive from the peak of a mountain, but they don't engage the player.
Once upon a time, I might have loved Just Cause 3’s Medici. It’s a massive, sprawling world that stretches as far as the virtual eye can see. But that’s really all it has to offer. There are miles of mountains, fields, and forests, but very little of it is actually interesting. It’s not like, say, a Bethesda game where you can pick a direction, walk, and stumble into a weird quest or story.
Grand Theft Auto 5 is a good example of this. Rockstar’s world is large, sure, but not as big as some. It only takes a few minutes to fly from one end to the other in a helicopter. But what it lacks in square miles it makes up for in detail. Los Santos and Blaine County are masterpieces of atmosphere and world-building.
A long draw distance and a glowing sunset used to be all it took to make you stare slack-jawed in wonder. Remember the first time you gazed across Cyrodiil in Oblivion as the sun dipped below the horizon? But graphics technology has advanced to the point where only the most dazzling of skyboxes pack a punch. Increasingly, it’s the micro-details that stop us in our tracks: rain trickling down Batman’s cowl in Arkham Knight or neon signs reflected in puddles during a storm in Grand Theft Auto 5.
Metal Gear Solid 5 is a game that certainly isn't lacking in depth, but looking back, Camp Omega—the much smaller setting of prologue Ground Zeroes—has stuck with me more than Afghanistan or Africa. It's a wonderfully designed space, in which I spent almost 30 hours experimenting with those fun, rich stealth systems. Every inch of the camp and military base feels carefully crafted.
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