I saw some shyt a while back that said a majority of open worlds are just fancy level selects with filler between at best, I was like
I plugged this channel before but he has made quite a few points that I agree with
At the very least, I feel the structure is worth a revisit, especially for quests, and in some cases like R*, the structure absolutely needs to be revisited. Not to increase sales (which is why I doubt it happens), but to keep shyt from getting stale. There’s not much difference structurally between GTA3 missions and RDR2 missions. Go to X, have conversation with Y on the way, pick up Z (and kill ppl) go back to where you started.
I think the biggest request from me is the quest/mission based games need to be 100x less rigid overall. Let the player figure outside the box solutions out, rather than pigeonholing us to your solution as a dev.