Open World Games vs. Incremental Games: What Sets Them Apart?
What Makes Open World Games Tick?
You ever boot up a
game and just... wander? No strict rules. No ticking clock. Just grass, mountains, maybe a dragon sleeping on a bridge. That’s the pull of
open world games. Worlds so big, you forget what you were supposed to do. Skyrim. Zelda: Breath of the Wild. GTA V. The map? Massive. The freedom? Absolute. You’re not just playing a story—you’re stumbling through it, side quests, horse stables, climbing things you weren’t meant to climb. There’s no "correct" way to experience it. You hunt. You farm. You accidentally anger a goat. It's chaotic. It’s human. Contrast that with the grind. The one where you don’t run, you just... grow. Infinitely. Enter the odd realm of
incremental games. You might not even *play* them for hours. They play themselves, while you sleep, while you work. A tree auto-produces sap. That turns into logs. That turns into huts. That unlocks
there are 10 kingdoms and king collects tax puzzles

. It's hypnotic, not in action—but in watching tiny gains stack into something ridiculous. It’s not adventure. It’s progress. Quiet, relentless, digital compounding.
|
Open World |
Incremental |
Focus |
Exploration & Immersion |
Numbers Going Up |
Pacing |
Self-directed chaos |
Slow, automatic |
Player Role |
Explorer, hero, troublemaker |
Silent overseer |
Mechanism |
Mission-based freedom |
Autoclickers, timers, boosts |
The Hidden Joy in Not Doing Much
Why would someone click a pixel for ten hours? Because after the 8th hour of spreadsheets or commute hell, watching a digital potato harvest its own farm? That’s peace. The
potato running game trope sounds stupid. But take Potato Quest or Realm Grinder—silly themes wrapped around insane mathematical scaling. And the weirdest thing? You care about that little spud. There’s comfort in routine the game controls. No decisions. No penalty for inactivity—just bonuses for checking back later. Like a digital plant that dies slower if ignored. Open worlds scream: “GO DO!" Incremental ones whisper: “Stay. Grow. Rest."
Structure: From Mountains to Microseconds

Here’s the core difference in how your brain engages.
- Open world games: demand attention span. Map reading. Inventory juggling. Combat reflexes. You're *engaged*.
- Incremental games: require almost none. Setup. Click once. Wait. Repeat years later. The game’s already ahead.
- Both are escape routes. Just different highways.
- You're not escaping reality—you're reshaping its rules. Either by climbing every peak… or reducing life to logarithmic curves.
Think of games like Realm of the Mad God or Cow Clicker. The joke becomes the point.
There are 10 kingdoms and king collects tax puzzles? Sounds like an absurdist fable. Yet that exact concept powers idle empires where tax efficiency unlocks dimension skips. You’re not king. You’re god of an Excel sheet with art.
Can They Merge? Should They?
Hybrid zones exist. Games like Satisfactory? Open landscape, infinite resources—but the real joy comes from setting up auto-production lines that hum with incremental precision. Or even Cookie Clicker with its post-apocalyptic map add-on—a sandbox feeding number loops. Maybe the future’s in soft hybrids. Not turning BotW into an autoclicker (please don’t). But giving idle mechanics a place when you’re tired. Let the world work while you nap. Let progression linger like a ghost of past effort. **Key takeaways** - Open world games thrive on player agency and exploration. - Incremental games reward passivity and systemic optimization. - Themes like the “potato running game" expose satire and depth beneath absurd packaging. - Structures such as “there are 10 kingdoms and king collects tax puzzles" are not glitches—they’re design on purpose.
Final Thought
They're opposites only if you think fun has one speed. It doesn’t. One genre says: the world is yours. The other: time bends to systems. Neither fixes your laundry. But both bend reality just enough. In Slovakia, whether you’re exploring mountain trails IRL or squeezing gaming into late nights post-shift, one truth sticks—games aren't about winning. They’re about where you forget the clock. Be that climbing peaks or watching tax income compound in a pixelated fiefdom. You choose: run the world, or let it run you.