>>53756035>>53756054Here's an example on how you design an open world game to guide the players through the path you want them to take.
Both the story and the difficulty levels guide new players through the red path, assuring the devs most players won't miss important lore, although a player ballsy enough, with knowledge from previous playthroughs or just determined to visit New Vegas can cut through the middle of the map, which is infested by difficult enemies like cazadores and deathclaws. Once they cut through that zone and reached the Strip players can actually find the main quest there and, while they missed on some lore and location, the playing experience isn't ruined.