
Are there too many question marks in *The Witcher 3*? Open worlds really should go on a diet.
I finally booted up my console on Saturday afternoon. I had planned to seriously make some progress in a big open-world game, but the moment I opened the map, it was covered in question marks and outposts. Instantly, it felt like looking at a weekend to-do list. For working people like me, playtime itself isn’t the original sin—the real question is whether each hour is actually worth it.

Recently, GameRant published an article tackling a pretty painful question: many hundred-hour open-world games that have been hailed as masterpieces are actually stuffed with a lot of repetitive filler content. The article put it very bluntly: modern open worlds often “equate ‘content quantity’ with ‘content depth.’” It stings to hear, but anyone who has really played these games probably knows that feeling—where the more you clear the map, the more it starts to feel like clocking in at work.
The Witcher 3: Wild Hunt is a classic example. Its main story, side quests, and character writing still hold up incredibly well even today—there’s really no debate there. But for some players, the huge number of “question mark” collectibles on the map can absolutely become a burden, especially when the content is repetitive and not very story-driven. That’s when the pacing starts to drag.

Ghost of Tsushima and Horizon Zero Dawn were also called out. Their worldbuilding and main-story experience are not bad at all, but once you fall into the loop of “liberating outposts” and “clearing camps,” fatigue eventually sets in. To put it simply, it’s like ordering a deluxe set meal: the main dish is delicious, but if the side dish is always the same, you’re bound to get tired of it by the end.
That said, open worlds don’t have to be made like assembly lines. The article mentioned The Legend of Zelda: Breath of the Wild, Elden Ring, Outer Wilds, and Kingdom Come: Deliverance 2, arguing that these games come closer to a way forward. Some make exploration rewards feel more surprising, some make content serve immersion more effectively, and some keep the scope under control, taking a smaller-but-more-refined approach. The result is that players are more willing to explore on their own, rather than being led around by the nose by map icons.

From the perspective of a weekend player, I really agree with this conclusion: players aren’t against games being 100 hours long—they’re against “spending 100 hours repeating 10 hours of content.” Time cost, just like a game’s price, is still a cost. More than “being able to play for a hundred hours,” what I care about is whether those 50 hours feel fresh enough, or whether they feel like reheated takeout over and over again.
If you’re thinking about catching up on some classic open-world games lately, my advice is simple: don’t treat clearing the entire map like a KPI. Games like The Witcher 3, Ghost of Tsushima, and Horizon Zero Dawn are better enjoyed by prioritizing the main story and high-quality side quests, while skipping repetitive outposts whenever possible. When it comes to true value for time, the games that make exploration itself feel meaningful are often the better fit for people with limited time. After all, what we’re lacking isn’t games—it’s a weekend that won’t be stolen away by bloated filler content.





















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