Heh, too small and square? I am pretty sure SWG's scale is still among the bigger MMOs, to this day.
Bigger ISN'T always better, Content density matters, so does player density. A big giant world where players spread out too much will basically feel like a single player game and lose a lot of MMO qualities. Travel time has huge impacts on the perception of size as well.
I agree about the player density thing generally but I would chip in that some times low player density adds to the feel of a particular task e.g. heading off into the wilderness to find rare materials, in that specific instance long journeys, prospecting, lack of other players was part of the "feel" of that part of the game, with dangers but dangers to avoid as you harvest rather than dangers you seek out.
It's an exception to the general rule but an important one for harvester type players.
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I agree about the player density thing generally but I would chip in that some times low player density adds to the feel of a particular task e.g. heading off into the wilderness to find rare materials, in that specific instance long journeys, prospecting, lack of other players was part of the "feel" of that part of the game, with dangers but dangers to avoid as you harvest rather than dangers you seek out.
It's an exception to the general rule but an important one for harvester type players.
I agree it's a minority but a minority that could be catered for by having a wilderness alongside the content hubs.
Some don't even want maps & guides .. just give a good random dungeon accessible from a lobby ....
The question is .. is that minority big enough to warrant investing any money into it?
Plus, you don't need a MMO to explore, SKYRIM is doing a fine job if the goal is to have the players to walk around endlessly in a landscape.