We want an open-world campaign, but not an "empty" one. So we define a structure with mandatory key missions and freedom that doesn't break the narrative.
The goal is to avoid the "I'm lost, I don't know why I'm playing anymore" effect. Freedom must be a bonus, not a replacement for the story.
Guidelines:
- Clear progression by acts / milestones.
- Integrated survival systems (hunger/thirst) without excessive punishment.
- Co-op unlocked at a narrative moment, not from minute 1.