Tomczak argues for variety and immersion in open worlds instead of checklists. Notably:
The game's randomisation systems are also guided by your behaviour, to stop them feeling too... random. "...in vehicle contracts, we base a lot of what's happening on the previous actions of the player - if the player failed the previous mission, maybe we should spawn fewer enemies, or maybe if the player already did 20 of those missions, we can pump up our difficulty."
https://www.rockpapershotgun.com/show-less-randomise-more-a-cyberpunk-2077-designer-on-how-to-stop-open-worlds-feeling-exhausting
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