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: "In a world this large, every horizon needs a story. Today we’re looking at how we use unique landmarks to keep players oriented without a mini-map." 2. Level Design & "Spheres of Interest"

Start by defining the specific draw of your world. Is it about survival in a post-apocalyptic scenario , or the "illusion of choice" in a narrative RPG ?

Open worlds fail when they are "massive and boring". Use professional techniques like those from or CD Projekt RED to maintain engagement:

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