They're different approaches to open world. This post below explains better than I can.
On the most recent episode of the Triple Click podcast, Kirk Hamilton articulated what he calls the ECOTAG taxonomy of open world games. ECOTAG evaluates open worlds along three different spectrums to find a way to better describe them.
Emergent vs. Controlled: Are the open world mechanics systemic, dynamic, or simulated? Or are they more curated, authored, and fixed?
Opaque vs. Transparent: Does the game obscure information from the player? Or does it surface as much information about activities, locations, goals, etc as possible?
Aesthetic vs. Gamey: Does movement through the world offer minimal resistance? Or does travel require/incentivize more input, action, or strategy?
Under this taxonomy, Kirk describes Elden Ring as a COA (Controlled, Opaque, Aesthetic), while BOTW is an EOG (Emergent, Opaque, Gamey). What they share is a similar commitment to opacity in both their presentation and world design. They’re both meant to make you go “what’s around that corner” or “what’s over that hill” and then be delighted, scared, surprised, confused, etc. when you get there. It’s great.
But they differ in other key areas.
BOTW is way more systemic. Its gameplay is about the interplay between all the abilities and tools you have that manipulate the physical world and environmental conditions. Encounters in the open world are about leveraging your tools and playing within the sandbox in an emergent way.
Elden Ring doesn’t have tons of interconnected systems that manipulate the world state. What it does have are tons of awesome, highly authored and designed combat and dungeon challenges. Its systems are geared toward empowering the player in tightly controlled and designed encounters, the bread and butter of Dark Souls designed.
BOTW has a much greater focus on gamifying traversal. Stamina interweaves with climbing and swimming and gliding. You can engage with emergent systems to change how you traverse the world, and you have to plan or strategize in the process.
Elden Ring’s world offers comparatively little resistance. If you’re not interacting with a designed combat encounter, you can hop on Torrent and breeze through it with basically no trouble. It’s about setting an awesome tone and giving you time to de-stress and regroup between intense Souls challenges.
So really they share a lot in terms of surfacing minimal information to the player up front. But the rest of the DNA of their open worlds is pretty distinct and offers different strengths and weaknesses.
Here’s how Kirk described some other games using this system:
- Dying Light 2 = ETG (Emergent, Transparent, Gamey)
- Horizon Forbidden West = CTA (Controlled, Transparent, Aesthetic)
- Elden Ring = COA (Controlled, Opaque, Aesthetic)
- Red Dead Redemption 2 = EOA (Emergent, Opaque, Aesthetic)
- Outer Wilds = COG (Controlled, Opaque, Gamey)
- Gravity Rush: CTG
- Cyberpunk 2077: CTA
- Subnautica: EOG
- Skyrim: EOA
- Forza Horizon 5: CTG
- Spider-Man: CTG
- Ghost of Tsushima = CTA
- BOTW = EOG
- GTAV = EOA
- Minecraft = EOG
Obviously it’s not cut and dry. Some Emergent games are more Emergent than others, some games handle being “emergent” differently, etc. But I think this is a way of thinking about these games.