Read this and try to explain to me again how going free to play does not corrupt a game's design :)
It's easy to say "F2P bad" or "live service bad", and I'm usually inclined to agree, but in this case, the entire game was carefully designed around the monetization model from the very start of development, to the point that it probably wouldn't work very well without it. I've thought about what a non-live service, $60 one-time purchase version of Genshin Impact would look like, and I've come to the conclusion that…
> the large and diverse roster of characters goes a long way in avoiding the feeling of repetitiveness and tedium
It's just the same tedium but you change the combos every 10000 repeats?
> that plagues most large open world games nowadays
Open world games have grown too large for their own good, but that's a different discussion. The worst is when some title is succesful and they get money and they make a sequel that's thrice as big.
Horizon Zero Dawn: perfect length if you ask me. Horizon Forbidden West: could have been 50% smaller for the same enjoyment.
Even Witcher 3 and Elden Ring, which are great non repetitive open world games, could have been smaller for the same effect if you ask me.