Gorilla Gunk said:
I rented Just Cause 2 awhile back because I heard that it's game world was colossal and until I played the game, I never thought a huge game world could ever be a bad thing.
Needless to say I returned the game after playing it for a couple of house, most of that time being spent traveling between mission objectives. The size of the world in that game is just insane, and not in a good way. I swear, even in a helicopter it took me over 15 minutes to get over that one big mountain.
So, what in your opinion is the perfect size for a sandbox?
I'd argue, however, it's not really the size of the map that's the problem, it's (as you already hint at) the space in between.
And actually, playing the demo, that seemed like an awesome idea. It soon gets tiresome, but not because of the overall size. Imagine a game world that large, littered with tons of stuff to do. Imagine if Stillwater was that big, or Vice City.
I found a similar problem with the much smaller city in Crackdown 2. There just wasn't much to do, outside of Orb hunting, and even that can be fun. But still, the lack of interim activities kind of makes things pointless. At least there are a lot of bad guys, I guess. Still, mowing them is quite...*yawn* after a while.
Although, even Liberty City had problems with this, because some objectives would be "drive fifteen minutes, die, start at beginning of level." That can be alleviated with checkpoints, and more games offer fast travel. Which may defeat the purpose of a large world on some scale, but not if the world is beefy as well as big. If they just copypasta the same five buildings, it's gonna suck no matter what.