Earlier quoted context omitted.
Sure, but every open world game includes a gameplay loop of some kind. Virtually every open world game has the same basic loop: collect, craft/buy/sell, build. After that, it's just a question of how you motivate players to go through the loop: quests (Elder Scrolls), randomly generated threats (Minecraft, Terraria), multiplayer PC threats (WoW, EVE), etc. Sounds like this author feels NMS fails to justify itself in…
> Virtually every open world game has the same basic loop: collect, craft/buy/sell, build. That is a massive loop though, huge, world size, not confined to a specific path. I choose my path through the world. > After that, it's just a question of how you motivate players to go through the loop Open World is about ... openness. The player gets to decide, specific motivation not required; the journey is the motivation.
But you still need gameplay mechanics to support the user's activities.
If the user is motivated by quests, you need good quests.
If the user is motivated by conflict, then you need good fighting mechanics, etc.
If the user is motivated by building/construction, you need strong mechanics to support that.
Unfortunately, I suspect you'll find very few user's who are motivated over the long term by just wandering around seeing cool stuff.