Having an overly expansive world doesn’t really help the feeling of progression. This is the feeling I got when playing Oblivion. However, on that same token, Oblivion was a fun game that I felt I could play for hours, it just got too tedious. It was tedious having to trek half a mile with nothing to do, to get to my next destination.
As for TQ, it was a beautiful game, but the narrow paths, that told you “go this way, because you pretty much have to” was fine with me. However, opening those areas up a little bit in a way that flows, would have been awesome. Giving us different mediums to travel through or just opening the narrow trail up with a wider range. I have nothing wrong with going the direction the game makes me, it would just be nice to have a bigger area, or different paths to choose from.
By that I mean, imagine a canyon, it opens up at the mouth, sprawls out in a direction and closes back up eventually. Inside of those sprawls are areas of twists and turns that take you the direction towards it’s mouth at the other end.
Or, imagine a river - it always flows down stream, sometimes it opens up into a bigger lake bed, or splits, but the 2 ends sometimes meet eventually.
This is the same thing I would love to see more of in games - you have a large path that eventually takes you to your destination, or you have several paths 2-3, to choose from that take you to the next area. That is, there is no “right” answer, because you can progress in either way.
This comes down to 1 thing I love about plat-formers - you go in one direction and you always know how to progress the story. I like this in ARPG’s also, but I’d like to see more variations in how you progress.
For example, in the swamp land area, you could have the canyon-type progression, where it’s a big expanse, with trees that create the twisting and turning of a natural swamp. But it closes up at the other side of swamp, so no matter what direction you go, you eventually get to the end and progress the story.
For a mountain type level, I think it’s great if you’re given 2 or so paths, the low ground, the high ground or the mountain pass (cave-like area) each path takes you to the same place and progresses the story.
The same could be said about a wooded area, the difference being that there would be different trails to choose from, but each trail brings you to the same destination.
I also think there should be a mix of straight-forward paths, alongside these differing canyon type, and river like paths. Straight-forward paths that don’t cause you to pause also aid the player in feeling like they are progressing, but you should use these intermittently and when it feels “right.”
If I could draw a map for you, I’d show you what I’m talking about, I kind of hope my description helps.
Essentially, imagine a canyon, it has a wide open space but it’s enclosed, and takes you in one direction from one mouth to the next, with various obstacles in-between.
Imagine a river, with varying paths, sometimes it opens up into a lake sometimes it splits paths, to be rejoined later. It always flows downstream, this is the exact same kind as progression that I would like to see.
Also, being able to take caves, or other under-ground areas to get to some place would be nice.