I think elden ring probably couldn’t be told in a smaller scale level design.
You hear about massive spanning battlefields, wars with gods, etc. Could not be correctly portrayed with a more compact level design. And the vistas are gorgeous.
Open worlds benefit the game when exploration is the point.
Ehh, sort of? The main story is pretty linear but progress is very open ended, which you can say for almost every open world game, even minecraft.
Events you put into motion literally change geography(IE, killing radahn turns an entire area into a smoking crater.) Individual quest lines have varying levels of effect on the world ranging from affecting enemy spawns to changing the leadership of an entire region.
Yes, because something that happens in elden ring is that you start with the world map being really small, and then you keep uncovering new areas, making the map bigger, but you have no idea until you actually explore and are hit with how expansive an area that’s just hiding behind a bridge is.
In the DLC that feeling is compounded with the pure verticality of the world, a small non-descript cave that you can easily miss without a guide leads you about a quarter of the DLC areas.
The exploration, and the feeling when you uncover a new area, wouldn’t exist if you could just warp there from a hub.