>>59004874Lets get a visual guide here (you are shitposting but non-shitposters might be reading this so understand the point).
Take two worlds presented in this image, red circles are points of interest, you are at one location and need to go to another, the loop based structure, you have multiple different paths to take there, and you could take a different path on the way back, there may be stopovers along the way, or you may remember something else you need to change to a different path halfway through. It creates a strong sense of adventure.
In open world you just go straight there ignoring everything else, and if you need to go back, you go straight back the way you came, it reinforces an extremely reductionist, "checklist" mentality in how you approach a game that just turns the entire thing into something you want to get over with as fast as possible, you also get less out of the game as you find yourself returning to various locations far far less in the postgame than you would previously, as even if there are things of interest there, its never important enough to go out of your way to experience them over just going to your primary main objective.
In loop based design, these types of locations are "on the way" and thus your incentivized to interact with them far more, resulting in a world that feels more alive.