Every Game Open-World Now Lah — None of Them Fun 💀
Every game in 2025 wants to be “massive,” “immersive,” and “open” — but somehow all of them feel like unpaid full-time jobs.
💀 Too Big to Be Fun Anymore
Every game these days wanna be “open world.”
Even puzzle games now got 200km² of “freedom” and 3 crafting systems nobody asked for.
Pok Gai logs in wanting to relax — ends up doing virtual chores like I owe rent to the devs.
“Collect 10 mushrooms!”
Bro, I didn’t pay $90 to become a part-time herbalist.
These maps are so big, I need Google Maps just to find the fast travel point.
By the time I reach the objective, I forgot why I even started the quest lor.
🧠 The Open-World Formula Nobody Asked For
1️⃣ Massive Map ✅
2️⃣ Copy-paste side quests ✅
3️⃣ Outposts every 50 meters ✅
4️⃣ NPCs saying same three lines ✅
5️⃣ Collectibles for a trophy nobody cares ✅
Congratulations — you just built “Content Bloat: The Game.”
No soul, just square footage.
Every publisher thinks “bigger = better.”
But if big always equals fun, Toronto housing would be a theme park lah.
🎭 Ubisoft Syndrome
Ubisoft ruined a generation, bro.
They made “open-world fatigue” a medical condition.
Assassin’s Creed, Far Cry, Watch Dogs — all same game wearing different jackets.
Every tower, every icon, every map reveal feels like a déjà vu inside déjà vu.
Ubisoft’s idea of innovation is changing the color of the minimap.
Meanwhile, my attention span dropping faster than my FPS.
💸 The Real Reason Everything Is “Open”
Open-world games sound impressive for marketing.
“100 hours of gameplay!” they brag.
Yeah, 98 of that is walking.
Developers love it because it extends playtime metrics.
Investors love it because “player engagement” looks good on slides.
Gamers hate it because it’s chores with RTX lighting.
We didn’t ask for open worlds.
We asked for fun worlds.
🧩 Pok Gai Analysis: Small Map, Big Fun
Gamers don’t hate exploration — we hate wasting time.
There’s a difference between freedom and filler.
🧠 Pok Gai Philosophy: Big Map, Empty Heart
All this “player agency” and “exploration” talk is marketing copium.
It’s like going to IKEA — you think it’s freedom, but you’re just following arrows to checkout.
I miss when levels were handcrafted.
When the game respected your time.
When completing something felt satisfying, not exhausting.
Now I just stare at the quest list like a depressed office worker reading unread emails.
💀 Pok Gai Verdict
Open-world gaming is no longer exploration — it’s a to-do list simulator.
Developers keep mistaking quantity for quality,
and gamers too tired to fight back lah.
Every icon, every objective, every grind loop…
All to distract us from the truth:
The map isn’t big — the joy is small.
Pok Gai just wants to go back to simple games.
Press start, play, done. No map markers. No collectibles.
Just peace… and maybe a checkpoint that doesn’t crash.
💬 FAQ (SEO-Friendly + Toxic Canto-English)
1️⃣ Why are open-world games so popular lah?
Because publishers can sell “content volume” instead of fun. It sounds big, looks good, plays like homework lor.
2️⃣ What’s wrong with open-world games meh?
Too much repetition, filler, and map spam. It kills pacing, drains motivation, and replaces story with checklist.
3️⃣ Will the trend ever die aiya?
Maybe when devs realize gamers got jobs, bro. We don’t need two-hour side quests about collecting feathers.

