Any player who looks too close will start to lose faith in the open-world game's promise of freedom. Compromises will always have to be made. Maps have to end, the plot has to be followed, and dialogue trees can only grow so far. Our virtual worlds aren't as free as we would like to think.
Neither, though, are our real worlds. Our gentrified neighborhoods and surveilled public spaces are just as limited and artificial as the cities and villages in our open-world games. They're the manufactured creation of developers, whether they're building software or property. In the physical and digital world alike, freedom is, in the end, a facade.
damn, good ending