this post was submitted on 25 Aug 2026
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I think sequence breaking is fun, and it works better in open world games. IME many modern open world games avoid this by tightly tying loot to levels or stats that you increase by leveling or even advancing the main story, which kinda defeats the point of open world games IMO.
Though honestly, I do enjoy having at least an illusion of choice, very linear games that don't even maintain an illusion of openness feel really restricting to me. Modern open world RPGs just took it way too far while getting some of the important details wrong.
My favorite open world game that ISN'T a fantasy rpg also happens to be the easiest "finish the game early" I've ever experienced.
Ghost Recon Breakpoint.
Basically you start the game in "realism" mode which turns loot levels off,. Then in the intro mission, when you see the bad guy kill a team member, you gain control of your character before he gets in a helicopter and leaves. Run forward with a scoped gun to shoot him in the head, or have something explosive ready to blow up the helicopter.
Congrats, you've killed the main bad guy of the game and the last level no longer has you fight him in some building.
You still have to do everything else in the game, but I managed to do that by accident my first play through. Put probably 150 hours in that game over the years and multiple playthroughs and still have yet to play with loot leveling on. I do sometimes let him live though just for funsies.
That's amazing, and surprising that the boss actually stayed dead!