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 ?
: "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" OPEN WORLD
: What unique "stuff" is scattered around to reward the player for wandering off the path? Start by defining the specific draw of your world