Return of the Obra Dinn and the golden idol games would probably work. I think you could do everything with mouse clicks or hitting a few keys with your good hand, nothing is time based. Other puzzle based games might work too (lorelai and the laser eye, Blue Prince?)
Mostly 2D factory games, like Factorio could also be doable. Would be a little annoying, but it would work.
I’m of the mindset that it can never be too big, as long as it has some life to it. I don’t mind games taking a long time to finish. And I don’t mind if the grind is in the traveling. It’s cathartic in a way.
I don’t mind size so long as there’s meaningful activity.
For example, Just Cause 2 is huge with a massive variety of biomes but I enjoy hijacking military jets and blowing shit up on repeat and general traversal.
Infamous 2 and Second Son have very neat and small maps that are action packed and fun to traverse.
Hot take, but the open world nature of Elden Ring drove me crazy. Coming from a series grounded by its tightly knit and highly curated environments, I never understood why Elden Ring is so unanimously considered the “peak” of the series.
I enjoyed my time with it, but I couldn’t help but wonder what the game could have been without the open world inclusion. So for me it’s not necessarily “how big is too big”, but whether or not the gameplay necessitates an open world.
Agreed the level designs in dark souls coupled with the exploration made them s tier an adventure. Elden rings was ok but with all the traveling I felt more like a tourist.
I’m with you on it, because my completionist tendencies saw me trekking between one too many copy-and-pasted side dungeons in the 50 hours I gave Elden Ring before I couldn’t take it any more and never came back to finish the game.
It’s not like the moment-to-moment combat is any less fun than the games that came before it, but since the game lets me indulge in my worst tendency of finishing every optional thing before progressing things it just felt like a meaningless checklist slog.
It’s definitely a “me” problem, but it’s just one reason why I tend to prefer a more focused experience than a sprawling open world.
The copy-paste dungeons were a big issue for me. And the amount of reused enemies and bosses. There is definitely a way to “optimally” play the game for the best experience. But I’d say that goes against the nature of what an open world is supposed to represent.
I got sick about dystopian chaotic worlds that don’t work - where the hero’s journey is about saving the world from some impending ruin, or about preventing a starving dystopian city from being blown up.
In Trails, the conversations you have with NPCs remind you that while you’re on the trail of some bandits or suspicious people, other people are not evacuating, sheltering in fear, etc; they’re living their lives, keeping up to date on modern trends, making travel plans to other countries.
So, so many worlds just don’t have space for characters to have those thoughts. It’s always fear around impending disasters, or how to respond to a fight, or grim poetry about how much the world has fallen into darkness.
It especially hurts that some people live so much of their lives in these fictional worlds that they start to believe people would be like that when they go outside. Worlds like the one in Trails, even if they spend a lot of time being boringly polite, are a nice call back to reality.
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