>>36505021Making an open world is hard. Not only do you have to design it properly (so that people wouldn't get lost) but you also have to make it fun, which is difficult because it's not an action game like GTA, so you'll have to rely solely on design and writing. Basically, if you want to be realistic about game development - you need to go deep, not wide.
I used Yakuza as an example because its developers perfected that balance of depth and scale. Kabuki-cho (a carbon copy of an actual red-light district in Shinjuku, Kabuki-cho) is tiny when you look at it. Running from top of that map to bottom would take you like 2 minutes. That's because they knew what really matters, so they filled that space with as much shit as they can imagine - dozens of side stories, minigames, and stuff to collect. And the result was beyond impressive.
When quantity is an issue, focus of quality instead.