KasperHviid: Also,
Don't Starve (Okay, there's some violence in the game. Whatever. It's a secondary thing, not the all-dominant feature as it is in most games.)
Leroux: What I don't like about Don't Starve or other rogue-like-likes, compared to the average open world game, is the complete loss of any progress you've made when you die. The attraction of open world games to me is precisely that you're constantly making progress on the map, collectibles, unlocks etc. that is stored for good, so that you can't lose it anymore.
The permanence of your progress is an illusion, I think. You are only going to keep your progress as long as you keep playing.
Here's a riddle:
Lets imagine an open-world game with unlockables, leveling, collectives, various equpiment, money, gems, runes,etc. And it's good. Good enough for you to keep playing it for 116 hours.
But some point, you are inevitably going to stop playing it, like with any similar game. But this game has an algorithm which can predict the exact moment you're going to exit the game for the last time. And 1 hour before this happens, the game displays GAME OVER in big red letters, and informs you that your character is dead, and all your leveling, loot, unlocks, etc. has been deleted for good.
Bear in mind that this happened 1 hour before you yourself would have played it for the last time. The only difference is that the inevitable loss of your progress is made more visible.
Would you still call this "stored for good, so that you can't lose it anymore."?