Quote Originally Posted by Jeeqbit View Post
Problem with open dungeons is not being able to control how difficult the content is. Take hunts in FFXIV, designed for a party or alliance to fight and people just bring 100 to melt them. They aren't scaled for that many at all. Then they could sync your power level or their power level accordingly, but then you have the argument that gear progression no longer matters.

The benefit of required narrative is making you care about the world. Frankly, when I look at games like New World or Ashes of Creation, I simply don't care. I have no attachment to their world. Story helps to create that.
That's something that to me would be INCREDIBLY fun and enjoyable, big monsters or NM's for example, that could come out of nowhere(or maybe there is lore involved in them and why they come out), to attack a city-state, actually damaging the city state, and players have to fight to protect it, and if they lose part of the city stays ruined for actual real-life days while the town works to rebuild it. There could be challenging combat, quests, etc. for people who are hardcore, want to form alliances and take on challenges, and then tons of medium content for casual players who want to play with a friend of 2 or alone, crafting, fighting smaller monsters, accumulating small comfort wealth. I think if they could create an open world with tons of hard level and casual level content that could be expanded over years and years, they would have something special. Interactive worlds and changing/dynamic environments, just imagine it, it would be incredible. If they started planning something like this in the next few years, it would be a while before a game like this would come out, and it would probably release into the PS6's lifecycle(and equivalent Xbox and PC's) to make sure it can happen on a hardware level too