See, you cannot just choose one or the other because without the other the game becomes dull and boring. You need to ensure that you have a balance between the two.
QUOTE (Jens of Zanicuud @ Jul 11 2012, 07:09 PM)

The perfect synthesis would be a plot-driven game with multiple endings according to the player's choices.
This is, in my opinion, the best way to connect freedom/exploration together with a solid plot, adding replay value.
Jens
Basically this.

You need a plot otherwise you end up running around with no structure, and a game with no structure is like a body with no bones in my opinion. Just a lump of mess.
Now I'm not saying it has to have a rigid structure. but some form of structure even if it's just which world order is ideal. Lets take FFX-2 for an example.
Now you can go straight through with "Hotspots" to progress the game to the next section. However there are other missions that can be completed, which not only increase game completion but introduces more aspects of the story line including the ideals of New Yevvon and the Youth League, and of course finding as many sphere's as possible to find out about whiny bit....I mean Tidus.

and the sphere hunting...and the Ultimate Dresspheres...and the list continues.
That, although many people really hate FFX-2, is a brilliant example of a game that incorporates both an Open World and a structured story line.
/end WOT