1) Point-of-interest (POI) scattering
Reportedly, POIs will always be visible on the horizon, so to encourage exploration. To put this approach into context, here's a snippet from the aforementioned blog post:
This environment compression however negatively affects the graphics. In order to place a castle, cave or bandit camp every ten metres, you have to create a lunar landscape and hide the locations in nonsensical craters or beyond a hills that you must make as high as possible so that it would not be possible to see very far behind them. The result is an environment which is miles away from a real landscape, it is absolutely impossible to orientate within it without a map and in most cases looks bad.
As it applies to TW3, the problem with making sure there's always something catchy on the horizon is that the world at large might feel overcrowded and contrived to the extent POIs get implanted on extraneous locations for no better reason than to stimulate one's reticular activating system, so to speak. And if POIs are indeed placed artificially, not even taking advantage of the environment like cities and fortifications of old invariably did, then they' lack the roots that render the world organic and believable and feel much like an abstraction.
2) Points-of-interest self-encloseness
Historically, there was hardly a clean cut seam between major cities, even walled ones, and their surroundings. There would be a transition from centre outwards, gradually giving way to less urbanized areas, then outskirts and eventually countryside. A metropolis like Novigrad would attract varied strata of people which it would then segregate accordingly along that gradient. It would also require a number of services vital to its everyday workings, normally scattered close by around its fringes. Farming is an obvious example. However, judging by the brief pre-alpha panorama of Novigrad, this aspect seems to have gone unaddressed.
Now, there’s no doubt in my mind CDProjekt is paying close attention to how they’re building TW3's open world, so I’m confident these two issues shan’t blemish the final game. Just to be sure though, I am raising them beforehand.