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Open-world design

Designing a world the player can cross in any order: what counts as an open world and when not to build one, the pillars, landmarks and the triangle rule, density and pacing, traversal, guidance without hand-holding, gating, quests, systemic design, reactive world state, story, the technology (streaming, LOD, floating point, saves, with Godot 4.7 notes), scope, playtesting, common mistakes and a checklist. World structures, Lynch's five elements, weenies, environmental storytelling and lore delivery are on game world design; engine details are on the Godot sheets. Examples from real games cite the developers' own talks or interviews where possible; invented examples are marked.

What "open world" means

An open world is a continuous space the player can approach freely: pick the order, the route and often the goal. Most games sit somewhere between fully linear and fully open.

ShapeWhat it isExamplesChoose it when
Open worldone continuous map, most of it reachable early; systems keep running everywhereThe Legend of Zelda: Breath of the Wild, Elden Ring, Skyrimexploration and self-set goals are the core fantasy
Open zonesseveral large open regions, reached from a menu, a hub or in sequenceDragon Age: Inquisition, Metal Gear Solid V: The Phantom Pain (Afghanistan, Central Africa)you want freedom inside a region but control over the order of regions
Wide-lineara linear sequence of spaces, some of them wide open sandboxesMetro Exodus, Uncharted: The Lost Legacy (the Western Ghats)authored pacing matters, with bursts of freedom
Huba home base with branches to levels or missionsSuper Mario Odyssey (the Odyssey and its kingdoms)clear structure, natural place for story and upgrades
Interconnected / metroidvaniaone connected map gated by abilities, with shortcutsHollow Knight, Dark Soulsmastery of one place and satisfying loops back

The table of all structures, with trade-offs, is in world structures.

When not to go open world

Warning signWhy it hurtsInstead
The story needs urgency or a fixed orderthe player can wander for 50 hours while "the world ends tonight"linear or wide-linear; a hub between chapters
Small team, short schedulean open world multiplies content, testing and technical worka dense hub or a few open zones
Core mechanics need controlled spacesprecision platforming, puzzle sequences, tuned encountersauthored levels; open only between them
No verb makes the space itself funcrossing the map becomes a chore between activitiesshrink the map or build traversal first
"Open world" is a marketing box to ticksize without purpose reads as emptinesspick the shape that serves the core loop

Design pillars

Three pillars recur across open-world talks and interviews. Each design decision should serve at least one.

PillarMeaningTestReal examples
Freedomthe player chooses order, route and approachcan the player skip, reorder or solve this another way?Breath of the Wild lets the player head for the final boss once the opening plateau is done; Hidetaka Miyazaki said the aim for Elden Ring was for players to "enjoy the game in their own way and feel liberated in this new open world"
Discoverythe world rewards curiosity with things the player finds, not things the UI points atwould a curious player find this without a marker?Outer Wilds has no upgrades or collectibles: knowledge is the only progress
Emergencesystems interact to produce situations nobody scripteddoes this rule combine with others?the Breath of the Wild "chemistry engine" (see systemic design); Dan Hay described Far Cry 5 as an "anecdote factory"

Freedom without discovery is an empty map; discovery without freedom is a museum; emergence without the other two is a toy box. Write the pillars down in one line each and use them to cut features.

Landmarks and sightlines

Players navigate by what they can see. The world's large shapes are its interface.

The triangle rule

At CEDEC 2017, Breath of the Wild director Hidemaro Fujibayashi and terrain lead artist Makoto Yonezu presented the game's field level design, including what the team called the triangle rule: build terrain from triangular shapes (mountains, hills, rock spires).

small medium climb or detour large seen from afar, sets a goal landmark only its top shows; its base is hidden climb or go around player sightline Each ridge hides what lies beyond it: see a peak, choose to climb or go around, and find the rest on the way.
The triangle rule: every ridge is a choice and a reveal
What a triangle doesHowDesign use
Offers a choiceclimb over it or walk around ittwo routes from every obstacle, both leading somewhere
Hides what is behind itthe far side stays unseen until the player commitssurprise: a camp, a shrine, a view; landmarks appear bit by bit
Draws the eyethe peak is a natural focal pointput a reward (or a lure) on or near the top
Works at every scalelarge (seen from afar), medium (a climb), small (a bump)Robert Yang's summary stresses clear contrast between the three sizes, used everywhere

Gravity and height

The same talk described gravity (引力): places that pull the player in, the way light attracts insects (Fujibayashi's image, as reported by Famitsu). Shrines were made visible from far off, stables offered information, enemy camps held useful weapons, strange rock formations invited a closer look. Height signals importance: the taller a structure, the more it matters.

ToolGuideline
Global landmarksa few shapes visible from most of the map: a castle, a volcano, a giant tree. They orient ("the castle is north")
Local landmarksone per region, visible within it: a lighthouse, a ruined arch
Silhouetteseach landmark needs a shape readable at a distance and in fog; no two alike
Verticalityhigh points are vantage points: reward the climb with a view of three or more new points of interest
Luressmoke, light, birds, sound, a glint of loot: small gravity between big landmarks
Occlusionridges, forests and buildings hide as much as they show; a fully visible map has no surprises

Weenies, sightlines in towns and Lynch's elements are on game world design.

Density and pacing

Density is time between interesting things, not things per square kilometer. It depends on movement speed, sightlines and what counts as interesting.

1 Spot 2 Travel 3 Detour 4 Arrive 5 Vantage a landmark, smoke or an odd shape on the horizon movement is play gravity: a nearer pull loot, lore, a skill climb up, see more the loop each stop shows the next
The open-world activity loop
LayerSpacing guideline (rule of thumb)Examples (invented)
Major (story, dungeon, town)one per region; visible from far awaya fortress city, a volcano temple
Minor (camp, puzzle, side quest)the next one visible or audible from the lasta bandit camp, a sealed door, a stranded merchant
Micro (pickup, vignette, view)fills the travel between minor pointsa rare herb, a skeleton with a note, a waterfall view
Rest (empty on purpose)after intense stretches; before revealsa quiet plain, a long valley with music

Rules:

  • Something is always in view. From anywhere, the player should see at least one thing they haven't done.
  • Vary the rewards. Loot, lore, a new ability, a shortcut, a view, a story: the same reward everywhere feels like a chore.
  • Vary the activities. A map of 200 identical camps is one activity repeated, not 200.
  • Leave emptiness deliberately. Quiet stretches create anticipation and make the next find matter.

Checklist fatigue and the map-reveal tower

The tower that reveals a region's map and fills it with icons became known as the "Ubisoft tower", after the Assassin's Creed series popularized it. It solves onboarding but turns the world into a list: the player stops looking at the world and starts clearing icons.

ApproachExampleEffect
Tower reveals iconsAssassin's Creed, Far Cry 3 (radio towers), Far Cry 4 (bell towers)clear goals; checklist feel
No towers; people and exploration reveal contentFar Cry 5 dropped towers for discovery through charactersdiscovery through play
Tower reveals terrain onlyBreath of the Wild towers show the land, not the points of interestthe player still has to look
Map fragments, player-placed markersElden Ring map fragments show terrain; players mark what they findthe map is the player's notes

If you keep a reveal mechanic, reveal terrain and names, not every activity, and let the player place their own markers.

Traversal

If moving is fun, the world between points of interest is content; if it isn't, the world is a loading screen.

TraversalMakes the worldWatch out for
Climbing anything (Breath of the Wild)every cliff is a route; the triangle rule worksa stamina limit or weather is needed to keep choices meaningful
Glidingheight becomes distance; vantage points become launch pointsflattens the map if too cheap
Mounts (Elden Ring's Torrent drew on Sekiro's traversal, Miyazaki said)big distances feel short; mounted combatterrain the mount can't handle; summoning rules
Vehiclesspeed and spectaclethe world must be built for the speed: roads, sightlines, streaming
Grapple, swing, wall-run (Marvel's Spider-Man)a city becomes a playgroundneeds anchor points everywhere; hard to gate
Walking as the game (Death Stranding)terrain itself is the challengeonly works if the whole design is built around it

Fast travel

ChoiceProsCons
Anywhere, from the startno tediumthe world between points stops existing
To discovered points onlyexploration first, convenience afterbacktracking is still quick
From in-world places only (stables, stations)fiction and frictioncan feel arbitrary
Costs something (time, currency, supplies)a real decisionpunishes players with less time
Nonethe journey is the gameonly if traversal is excellent and the map is dense

Most games unlock fast travel after discovery and tie it to a place in the world.

Guidance without hand-holding

Guidance ranges from a UI arrow to nothing at all. Move toward the world end of this scale wherever playtests allow.

LevelTechniqueExample
Explicit UIquest marker, route line, compass pipmost open worlds; reliable and accessible
Directionswritten or spoken directions: "east of the river, past the broken bridge"The Elder Scrolls III: Morrowind's journal
Diegetic pointerssomething in the world points the wayGhost of Tsushima's Guiding Wind blows toward the goal instead of a map marker; Elden Ring's Sites of Grace can show golden rays toward the main path
Landmarks and gravitythe player sees something and goesthe triangle rule, towers, smoke
Knowledgethe player works out where to go from cluesOuter Wilds: the ship's log records rumors to follow up

Rules:

  • Give directions that can be followed in the world. "North of the lake" needs a lake the player can find.
  • Record what the player learned. A journal, map notes or a log replaces the marker without losing the player.
  • Offer a fallback. An optional marker or hint system keeps less experienced players playing; default it off only if playtests show most players manage.
  • Don't let UI replace the world. If players stare at the minimap, the landmarks aren't doing their job.

The "yellow paint" debate and general guidance cues (light, color, leading lines) are on game world design.

Progression and gating

Gates decide what the player can reach when. Soft gates keep freedom; hard gates keep order.

soft the player decides when hard the designer decides when Difficulty Knowledge Ability Story strong enemies, cold, heat, storms skill or gear gets you through early a fact you learn: a route, a timing, a password no item to find a tool or a move: glider, grapple, swimming, a key show the gate first locked until a plot beat happens keeps order, costs freedom: use few Elden Ring areas Outer Wilds metroidvanias most story games Most open worlds mix all four; the further right, the more the order of play is fixed.
Four kinds of gate, from soft to hard
GatePlayer experienceDesign notes
Difficulty (soft)"I'm not ready yet, but I could try"readable danger: enemy look, level shown, environmental hints; Miyazaki said players can come back later when they're at an impasse
Environment (soft)cold, heat, poison, darknessa consumable or gear counters it; skilled players push through
Knowledge"now I understand"the answer must be learnable in the world; log the clues
Ability"I need something first"show the gate before the key so the player remembers it
Story (hard)"the game won't let me"use for a few big beats; explain the lock in the fiction

Level scaling vs fixed zones

ModelHowProsCons
Fixed zoneseach area has a set difficultythe world has a shape; returning stronger feels goodplayers can wander into a wall
Full scalingenemies match the player's levelany order worksgrowth feels pointless; The Elder Scrolls IV: Oblivion's scaling was criticized because characters who leveled through non-combat skills fell behind their enemies
Ranged zonesa zone locks its level within a range when first enteredorder flexible, growth still visibletuning each range
Scaled with capsenemies scale, but types stop at a ceilinglate-game power showsceilings must be tuned

Skyrim combines the last two: dungeons have a level range, and enemy types stop getting stronger past a plateau (UESP's leveling notes). Whatever the model, make the danger readable before the fight.

Quests and content

KindHow it's madeStrengthWeakness
Handcraftedwritten, scripted and placed by handmemorable stories, surprises, choicesexpensive; limited count
Radiant / templateda template filled from pools: location, target, rewardcheap, endlessSkyrim's Radiant system "cannot create large, complicated, or particularly interesting quests" (UESP)
Proceduralgenerated from rules, often from world statescale, replaysameness ("procedural oatmeal")
Systemic / emergentno quest: systems create a situationthe player's own storieshard to direct or guarantee

Main and side content

ContentJobGuideline
Main questthe spine: motivation, stakes, a sense of an endingshort enough to finish; points into the world, not away from it
Side questscharacter, place and themeThe Witcher 3's quest team "declared war on 'fetch quests'" (Mateusz Tomaszkiewicz, 2016): every quest needs a story
Activitiesrepeatable play: races, hunts, camps, puzzlesvary them; tie rewards to progression
Collectiblesreasons to look closelyreward with lore or ability, not just a counter

Quest templates, made interesting

TemplateFlat versionBetter version (invented)
Fetchbring me 10 peltsthe pelts are from wolves that aren't wolves; the hunter who asked knows
Killclear the campthe bandits are deserters with a reason; talk, sneak or fight
Escortfollow the slow NPCthe NPC takes a shortcut that shows you a new route
Investigatefollow the glowing cluesclues in the world, deduced by the player, recorded in the journal
Delivercarry a letterreading it changes who you give it to

CD Projekt's Tomaszkiewicz, on Cyberpunk 2077's quests (E3 2019): "We never fail the quest based on choices. We treat those things as outcomes." Consequences keep the quest going instead of resetting it.

Systemic design

At GDC 2017 ("Change and Constant"), Fujibayashi, art director Satoru Takizawa and technical director Takuhiro Dohta described a shift from additive design (each object has one scripted use) to multiplicative design: objects react to the player's actions, and to each other. The team prototyped these rules in a 2D top-down version of the game, burning grass and cutting trees before the 3D world existed.

Dohta called the result a chemistry engine, a "rule-based state calculator", beside the physics engine. As reported from the talk:

RuleExample
Elements (fire, water, ice, electricity, wind) can change a material's statefire burns grass; electricity runs through metal
Elements can change each other's statewater puts out fire; fire melts ice
Materials don't change each other's statea rock doesn't change a tree
PrincipleWhyExample (invented unless noted)
Few rules, many objectseach new object inherits every interactionanything wooden burns, floats and can be cut
Consistentplayers plan only with rules they trustif one metal box conducts, all metal boxes conduct
Visiblea rule the player can't see isn't a toolsparks on wet ground, smoke from burning grass
Shared by player and enemiessystems cut both ways and create storiesenemies' camps burn too; lightning hits enemies holding metal
Designed puzzles have several answersthe systems will find more anywaya shrine that accepts any way to weigh down the plate

Emergent situations need testing tools: spawn anything anywhere, record-and-replay, and a way to set weather and time.

Reactive world state

A world feels alive when it runs without the player and remembers what the player did.

KindWhat changesExamples
SchedulesNPCs sleep, work, travel, eatMajora's Mask's three-day cycle, where each resident follows a timetable; Oblivion's Radiant AI schedules
Clocksevents happen whether the player is there or notOuter Wilds: "Everything is on its own clock," said Alex Beachum
Factionsterritory, reputation, alliancesFar Cry 5's Resistance meter builds per region toward story events
Persistencethe world keeps what the player didburned villages stay burned; Middle-earth: Shadow of Mordor's Nemesis system has orc captains remember encounters
Ecologypredators, prey, resources move and respawnherds migrate; overhunting thins them (invented)
Weather and timevisibility, danger, accessfog hides landmarks; a river freezes at night (invented)

Rules:

  • Show the change. A reputation number nobody notices is wasted; guards who mention the fire are not.
  • Budget branches. Every persistent change multiplies later content (dialogue, art states, tests).
  • Simulate near, fake far. Full simulation near the player; coarse updates (or timestamps) far away.
  • Store changes, not the world. Save what differs from the authored start (see save state).

Faction design and reputation systems are on societies and cultures and game world design.

Story in an open world

The urgency problem: the story says "hurry", the structure says "wander". Players either feel guilty exploring or stop believing the story (the ludonarrative dissonance described on game world design).

TechniqueHowExample
Stakes that waitthe threat is contained, or the goal is personal and slowBreath of the Wild: Zelda has held Ganon back for a century; the player chooses when to go
A real clocktime really runs out; the structure is built around repeatsMajora's Mask's three days; Outer Wilds' loop
Order-free story beatsbeats can be found in any order and still make senseBreath of the Wild's recovered memories
Acts with open middlesa linear opening and ending, open regions betweenmany open-world RPGs
Reactive dialoguecharacters mention what the player did and in what orderflags checked in dialogue conditions
Stories in placeslocal stories finish where they start; the main story threads through themside quests that are complete short stories

Writing tips:

  • Write each beat to stand alone: who, where, why now.
  • Keep a state table of what the player may or may not know at each beat; test the odd orders.
  • Let the player's choices echo later, cheaply: a line of dialogue, a changed sign, a new NPC in town.

Technical considerations

A large world has to be streamed in, drawn cheaply at a distance, kept numerically stable far from the origin, and saved without writing everything.

ProblemTechniqueNotes
The world doesn't fit in memorystreaming: split the world into cells or chunks; load those near the player on background threads, unload far onesstream ahead of the player in the direction of travel; faster traversal needs a bigger radius
Distant geometry costs too muchLOD: simpler meshes at distance; HLOD: one merged mesh replaces a group of objects far awayfewer draw calls; bake HLODs per cell
Hidden geometry is still drawnocclusion cullingworks best indoors and in dense cities; weak on open terrain
Jitter far from the originorigin shifting (floating origin) or double precision32-bit floats lose precision as values grow
Saving a huge worlddelta saves: store only what changed, keyed by stable ids per cellload the authored cell, then apply its deltas
Hitches on arrivalpreload, time-slice instancing, pool common objectsprofile on the slowest target hardware

Floating point

A 32-bit float has 24 bits of precision, so the smallest step between values grows with distance from zero. Godot's docs give these as the maximum recommended single-precision ranges (in units, usually meters) before rendering or physics artifacts:

Game typeRange
First-person 3D2,048 to 4,096
Third-person 3D4,096 to 8,192
Top-down 3D16,384 to 32,768
Any 3D game32,768 to 65,536; beyond that double precision is usually required
FixHowCost
Origin shiftingwhen the player passes a threshold, move the whole world back so the player is near zerotouches every system that stores positions; tricky in multiplayer (Godot's docs say so)
Double precisionbuild the engine with doublescustom engine build; slower; shaders still use 32-bit floats
Smaller worldkeep the playable area within the ranges aboveoften the best answer

Save state

StoreExample
Global flagsmain quest stage, discovered regions, time of day
Per-cell deltascell (3, -2): chest_07 opened, bandit_camp_2 cleared
Per-entity state for important NPCsposition, schedule step, relationship
Respawn timestamps"camp cleared at day 12" instead of simulating the camp

Give every placed object a stable id in the editor, never an index that changes when a designer adds a crate.

In Godot 4.7

NeedGodot 4.7Notes
Background loadingResourceLoader.load_threaded_request(), load_threaded_get_status(), load_threaded_get()details on threaded loading; load_threaded_get() blocks if the load isn't finished
Adding chunksadd_child() on the main threadthe active scene tree is not thread-safe; build off-tree, or use call_deferred from threads
Automatic LODmesh LOD is generated on import (glTF, .blend, FBX)tune with lod_bias per instance and the viewport's mesh_lod_threshold
Hierarchical LODvisibility ranges on GeometryInstance3D: visibility_range_begin, visibility_range_end, margins, fade mode, visibility_parenta merged far mesh as the parent hides detailed children at distance
Occlusion cullingProject Settings > Rendering > Occlusion Culling > Use Occlusion Culling, plus a baked OccluderInstance3Dthe docs recommend LOD and visibility ranges instead for open outdoor scenes
Large coordinatesengine compiled with scons precision=doubleofficial builds are single precision; GDExtensions must be rebuilt
Terraina terrain add-on such as Terrain3D (a GDExtension), or chunked meshesGodot has no built-in 3D terrain node

A chunk streamer that keeps a square of chunk scenes around the player loaded:

# chunk_streamer.gd: keeps chunks near the player loaded
extends Node3D
 
const CHUNK_SIZE := 256.0   # meters per chunk side
const RADIUS := 2           # chunks kept in each direction
const PATH := "res://world/chunks/chunk_%d_%d.tscn"
 
@export var player: Node3D
 
var _loaded: Dictionary[Vector2i, Node3D] = {}
var _pending: Dictionary[Vector2i, String] = {}
 
func _process(_delta: float) -> void:
    var wanted := _wanted(_chunk_of(player.global_position))
    for coord in wanted:
        if not (_loaded.has(coord) or _pending.has(coord)):
            _request(coord)
    _poll()
    for coord in _loaded.keys():
        if not wanted.has(coord):
            _loaded[coord].queue_free()
            _loaded.erase(coord)
 
func _chunk_of(pos: Vector3) -> Vector2i:
    return Vector2i(floori(pos.x / CHUNK_SIZE),
        floori(pos.z / CHUNK_SIZE))
 
func _wanted(center: Vector2i) -> Array[Vector2i]:
    var out: Array[Vector2i] = []
    for x in range(-RADIUS, RADIUS + 1):
        for z in range(-RADIUS, RADIUS + 1):
            out.append(center + Vector2i(x, z))
    return out
 
func _request(coord: Vector2i) -> void:
    var path := PATH % [coord.x, coord.y]
    if not ResourceLoader.exists(path):
        return                  # sea or map edge: no chunk
    ResourceLoader.load_threaded_request(path)
    _pending[coord] = path
 
func _poll() -> void:
    for coord in _pending.keys():
        var path: String = _pending[coord]
        match ResourceLoader.load_threaded_get_status(path):
            ResourceLoader.THREAD_LOAD_LOADED:
                _pending.erase(coord)
                var scene: PackedScene = \
                    ResourceLoader.load_threaded_get(path)
                var chunk := scene.instantiate() as Node3D
                chunk.position = Vector3(coord.x, 0.0,
                    coord.y) * CHUNK_SIZE
                add_child(chunk)   # main thread: safe
                _loaded[coord] = chunk
            ResourceLoader.THREAD_LOAD_FAILED, \
            ResourceLoader.THREAD_LOAD_INVALID_RESOURCE:
                _pending.erase(coord)
                push_error("chunk failed: " + path)

Next steps for a real game: unload with a bigger radius than you load (hysteresis) so chunks don't flicker at a border, instance at most one chunk per frame, apply each chunk's save deltas right after instantiate(), and give distant chunks a low-detail stand-in with visibility ranges.

Scope and production

An open world multiplies everything: content, bugs, test time, streaming budgets. Plan for it.

PracticeWhy
Vertical slice firstone finished region proves the loop, density, traversal and tech before the map grows
Content budget per regioncount majors, minors, micros and rests per region; track them like money
Size from travel timeset the map size from the minutes it takes to cross at each traversal speed, not from square kilometers
Tools before contentplacement, scatter, road and river tools, quest editors, debug teleport and state editing
Modular kitsreusable building and rock pieces with a few hero assets per region
Reuse with variationthe same camp layout with a new faction, weather, time or twist
Guard quest dependenciesPawel Sasko on The Witcher 3: "any change of asset, location or scene may cause some unexpected consequences in the quest"
Cut regions, not densitya smaller full map beats a larger empty one

Playtesting and telemetry

MethodRevealsReal use
Position heatmapswhere players go and don'tBreath of the Wild's early playtest heatmaps showed players sticking to roads; later ones showed paths spread across the map
Path tracesthe routes between points, backtracking, circlingspot confusing areas and unused routes
Death and stuck mapsdifficulty spikes, bad collision, soft locksBungie tracked where Halo 3 testers died, "down to the square foot" (Wired, 2007)
Time between discoverieswhether density holds uplong gaps mean empty stretches or bad sightlines
Marker and map usagewhether landmarks workfrequent map opening means the world isn't readable
Order of completionwhether the story holds in odd orderstest the orders players actually take
Silent observation, think-aloudwhy the numbers look the way they dotelemetry shows what, watching shows why

Log events with a position, time, and player id: discovered, died, quest_step, fast_travel, map_opened. Plot them over the map image; compare builds.

Common mistakes

SymptomCauseFix
"It's big but empty"map sized before content; density by areashrink the map; space content by travel time
Players follow the minimap, not the worldmarkers do all the guidinglandmarks, directions, diegetic cues; markers optional
A map full of iconsreveal mechanic shows every activityreveal terrain only; let players place markers
Every camp feels the sameone template repeatedvary layout, faction, twist and reward
Players get lost or quit earlyno global landmarks; unreadable dangerglobal landmarks; readable gates; a guidance fallback
Levels feel pointlessfull level scalingfixed or ranged zones; visible growth
Story urgency rings false"hurry" plus a map to wanderstakes that wait, a real clock, or order-free beats
Systems nobody usesrules hidden or inconsistentshow the rules in play; teach them once, safely
Traversal is a chorewalking between points is the only verbmovement as play; shortcuts; better fast travel
Pop-in and hitchesstreaming too late, too much per framebigger radius, time-slicing, LOD and HLOD
Jitter far from spawn32-bit floats far from the originsmaller map, origin shifting or double precision
Saves break after patchessaves keyed by index or scene orderstable ids; per-cell deltas; versioned saves
Quests break in odd ordersuntested statesstate tables; automated order tests

Checklist

OPEN-WORLD BRIEF
PILLARS (one line each): freedom / discovery / emergence
CORE LOOP: spot -> travel -> detour -> arrive -> vantage
WHY OPEN? (and why not linear, zones or a hub)
MAP SIZE: minutes to cross on foot / mount / glide
REGIONS:            name, identity, difficulty, landmark
GLOBAL LANDMARKS (visible from most of the map):
DENSITY PER REGION: majors / minors / micros / rests
TRAVERSAL VERBS:    fast travel rule:
GUIDANCE: markers? directions? diegetic cue? journal?
GATES: difficulty / environment / knowledge / ability / story
LEVELING: fixed / ranged / scaled (caps?)
MAIN STORY: urgency answer; beats that work in any order
SIDE CONTENT: handcrafted / templated / systemic mix
SYSTEMS: rules list; what interacts with what
REACTIVITY: schedules, factions, persistence (budget)
TECH: chunk size, load radius, LOD/HLOD, origin, saves
TOOLS: placement, scatter, quest editor, debug teleport
SLICE: which region, what "done" means
TELEMETRY EVENTS: discovered, died, stuck, map_opened
PLAYTEST QUESTIONS: where did you go first, and why?

References