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American Focus > Blog > Celebrities > Are Games Too Big to Finish?
Celebrities

Are Games Too Big to Finish?

Last updated: August 12, 2025 7:55 am
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Are Games Too Big to Finish?
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The open world genre has undeniably become a staple in modern game development. With vast landscapes, numerous side quests, branching narratives, and countless collectibles, these games offer a level of freedom and immersion that is unmatched. From the breathtaking world of The Witcher 3 to the sprawling post-apocalyptic setting of Elden Ring, players are constantly drawn to these expansive environments.

However, as we enter 2025, a growing number of gamers are beginning to question whether open world games have become too large to complete. The sheer size and scope of these games have led to a decrease in completion rates, with many players burning out before reaching the end. What was once seen as liberating and exciting is now being viewed as exhausting, and some are starting to wonder if bigger truly means better.

Recent reports from etruesports.com highlight a shift in perspective among both developers and players. There is a growing recognition that the emphasis on size and scale may not always result in a better gaming experience.

The Allure of Boundless Worlds

The appeal of the open world formula is undeniable. These games offer players a level of agency and freedom that is unparalleled in linear titles. The ability to explore, discover, and define their own path and pace is what draws many to these games. Titles like Breath of the Wild and Red Dead Redemption 2 are celebrated for the depth and beauty of their worlds, offering players more than just gameplay – they provide a truly immersive experience.

This player-driven approach has pushed the boundaries of the gaming industry, fostering innovation in AI behavior, environmental storytelling, and dynamic systems that respond to player actions.

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The Flip Side: Choice Fatigue and Content Creep

However, with great freedom comes a downside. Many modern open world games overwhelm players with choices. The sheer number of side missions, collectibles, and world events can leave players feeling paralyzed and unsure of where to go next. This phenomenon, known as “choice fatigue,” can detract from the overall experience.

Additionally, some open world games fall into the trap of content creep, padding out their worlds with repetitive tasks and filler quests to artificially increase playtime. This can lead to a gaming experience that feels more like a chore than a meaningful adventure, causing players to question the value of spending hours ticking off boxes on a checklist.

Completion Rates Tell the Story

Data from platforms like Steam and PlayStation Network reveal that a surprisingly low percentage of players actually finish open world games. For some high-profile titles, only 20-30% of players reach the main story’s conclusion. This isn’t just a matter of skill – it reflects a sense of player fatigue. With games demanding 60, 80, or even 120 hours to complete, many players simply don’t have the time or motivation to see the journey through to the end.

Developers are starting to take notice of this trend and are beginning to rethink their approach. Games like Ghost of Tsushima offer large yet manageable worlds, while Spider-Man: Miles Morales has been praised for delivering a full experience in under 20 hours without sacrificing depth.

Is There a Better Path Forward?

The open world model doesn’t necessarily need to disappear, but it may need to evolve. One potential approach is modular open world design, where players unlock new regions in a more focused sequence, rather than being bombarded with options from the start. Another idea is player profiling, using in-game AI to identify a player’s preferences and adjust quest delivery and rewards accordingly.

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There is also room for hybrid models that blend open environments with a more structured narrative. Games like God of War: Ragnarök demonstrate that it is possible to combine open-ended exploration with compelling storytelling and a sense of direction.

More developers are realizing that quality content is more important than sheer quantity. A smaller yet immersive area with well-crafted side quests can be more engaging than a vast but empty map. Depth, rather than breadth, may be the next frontier in open world game design.

The Player’s Role in Redefining Scale

As players, we play a crucial role in shaping the direction of gaming trends. While there is still a desire for expansive games, feedback is increasingly shifting towards more refined and digestible experiences. Developers pay attention to player metrics, completion rates, and community feedback, adjusting their approach accordingly.

Streaming and social media also play a role in shaping perceptions of game length and content value. Just because influencers can complete a game in a week doesn’t mean that everyone wants or needs to do the same. There is a growing conversation around playing at one’s own pace and rejecting the pressure to “see it all.”

In a world where our time is limited and our attention is divided, games that respect our time and offer fulfilling experiences in shorter bursts may hold the key to long-term player engagement.

Rethinking the Horizon: What Open Worlds Need Next

Open world games have provided players with unforgettable experiences and unparalleled immersion. However, as games continue to grow in size and complexity, the joy of exploration risks being overshadowed by the burden of completion.

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In 2025, the question isn’t whether open worlds should exist, but rather whether they should dominate the gaming landscape. When crafted thoughtfully, these games offer experiences that are truly unforgettable. When pushed to the extreme, they can feel bloated and lacking direction.

Smaller worlds don’t equate to lesser experiences, and concise gameplay doesn’t mean shallow storytelling. The future of open world gaming may lie not in how expansive a map can be, but in how deeply players can engage with each corner of it – and whether the journey feels truly rewarding to complete.

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