Hi
Im designing several open-world games. Generally you are free to roam and do different things. You collect items or gain abilities or resources and can push further into the world or attempt harder tasks.
How to avoid that the game feels grindy or repetative? I rely on procedurally generated worlds mostly.
As an example: I work on a reimagening of "lost dutchman mine". You play a miner in the wild west. You search for deposits, mine valuables, sell them in towns and buy equipment and supplies to keep finding better mines or travel to harder areas with more dangers (and payoff). But it already feels slightly grindy... Is this a consequence of wanting stuff to be "realistic"? Like you need to gain money to buy food and things to keep going, at the same time the money is also what you need to progress etc.
If you have a linear set of "levels" such as in super mario it would be easier I think: each designed challenge needs to be completed and then the game gives you another challenge. But in an sort of open world, how can I handle this better?