this post was submitted on 18 Jun 2024
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Speaking as a story-heavy RPG enthusiast, so my focus is more on story-telling and exploration. I don't think it's the graphics that's holding back the exploration potential, but rather the complexity of actually creating huge game worlds. You tend to end up with either a procedural generated world without a lot of cohesion, or one that's a mile wide but an inch deep in interactivity.
Just look at Baldur's Gate 3. It's a hugely complex and reactive game world, but it's locations and the way you are allowed to explore them are reduced to three linear chapters. Even if you switched to, say Baldur's Gate 2 era graphics, it would still not be possible to create a game in a single huge explorable world with the same level of complexity and story telling.
Though I'm definitely with you on scaling down the graphics in exchange for richer and more interactive worlds, I do think there's a hard limit on how much better those worlds would get.
Don't forget though there's more than one way to make interactivity. The original Legend of Zelda was the 8-bit equivalent of Breath of the Wild and offered a lot of intrigue in each stage when it came to where to go next by having the right cause and effect system.