Creative director Nicholas Doucet said the team "did consider, at first: should this be an open-world game?"
The only reason that Astro Bot eventually "went for a level-based approach" was "because that was the one that gave us the most control over the game's variety."
![image_2024-07-15_175829148.png image_2024-07-15_175829148.png](https://forums.exputer.com/data/attachments/0/415-0934ab9535ba238ced58a1a93fc61a31.jpg)
www.gamesradar.com
The only reason that Astro Bot eventually "went for a level-based approach" was "because that was the one that gave us the most control over the game's variety."
![image_2024-07-15_175829148.png image_2024-07-15_175829148.png](https://forums.exputer.com/data/attachments/0/415-0934ab9535ba238ced58a1a93fc61a31.jpg)
![www.gamesradar.com](https://cdn.mos.cms.futurecdn.net/2v7yKoePzzCJGRFL6f4Dxh-1200-80.jpg)
Astro Bot almost went open-world, but opted for 80 planets instead because that led to "the most control over the game's variety"
Team Asobi "did consider, at first: should this be an open-world game?"