The problem with single player games is that they have a release date, there are just too many loose ends that are shipped unfinished. That said, bugs and broken quests shouldn't even count as open world jank. Open world jank is when systems interact that shouldn't, like when you already have taken the quest item, before you triggered the quest....So when you set out to make a game, one principal question is:
(A)Should all objects exist in the world already, or (B) should quest objects spawn as a quest to find them starts?
This is a fundamental issue. Most games go with Option B and they basically create these inconsequential/re-spawning hub worlds with a bunch of filler quests, but it's also glaringly fake and unrealistic. But if you go with option A, and all quest items are in the game, then obviously quests start to break, and also you can't reuse locations for different missions. You have exterminated all bears, but then need 10 Bear pelts...
What type of game is RDR 2?
My ideal game game should be a simulation and have limited resources, breakable quests, mortal NPC and even limited time, say X amount of days, which is extremely rare (i. e. Sid Meier's Pirates!, Rogue-likes). Most games lately go the other route, everything is re-spawning and infinite. They tend to be single player MMOs, so that nobody ever has FOMO and the game fixes itself, by simply rebooting the world.
A game doesn't have to be realistic at all, but it would be nice to see it actually play out with impact and consequence, which obviously is very hard to track and save. Instead impact is faked by the scripted story and consequence is replaced by " RPG progression" and numbers going up. Even Bathesda games are mostly B, with a little bit of A and Quest items already sprinkled in and some limited resources, replacements and breakable objects.
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