I don't like to make broad generalizations about core design principles that can be executed well, but at this point in my life, whenever I sit down for an """open world""" game and am greeted by THIS:
...I don't think "man, what grand adventure awaits."
I think "god, what an obnoxious list of chores to plow through."
I don't think SV's world design is terrible. But I also don't think the nonlinear framework actually added anything. Part of the reason why Team Star feels like they have no impact on the world around them is because you can just literally ignore them until you've done everything else, when pretty much every villainous team before them would have roadblocked you at some point and actually present themselves as a meaningful threat for you to solve. SV doesn't have any stakes or antagonist until you get all the way to Area Zero.
One-hour long sidescrolling arcade action games from the '90s often have better narrative build-up and payoff than this.
...I don't think "man, what grand adventure awaits."
I think "god, what an obnoxious list of chores to plow through."
I don't think SV's world design is terrible. But I also don't think the nonlinear framework actually added anything. Part of the reason why Team Star feels like they have no impact on the world around them is because you can just literally ignore them until you've done everything else, when pretty much every villainous team before them would have roadblocked you at some point and actually present themselves as a meaningful threat for you to solve. SV doesn't have any stakes or antagonist until you get all the way to Area Zero.
One-hour long sidescrolling arcade action games from the '90s often have better narrative build-up and payoff than this.