Optimization will probably be the least of your concerns. At your core, you want to make a massive open-world game, probably an action RPG. As long as you stay within scope, I think you can put something together.
Some pitfalls I want to share, from my humble opinion, are:
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Don’t scope creep. Make your design document first.
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Be aware of your limitations and time.
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Don’t hyper-focus on graphics or cutscenes.
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Make your gameplay fun. If it is story-driven, have a solid story beforehand.
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Test, test, test.
The Witcher 3, at its core, is a cinematic, story-driven game trying to portray a strong narrative.
Find your core: story, combat, the world, or whatever you think you can truly portray in a way that people might find interesting enough to spend at least two hours of their lives on. Then build around that instead of trying to replicate big products.
If this is your first game, I would suggest making something small and failing small. The first few games developers make, whether solo or as a company, often fail. Learn from your mistakes. If you go too big for your first game, you might not even fail properly; you might just sink a ridiculous amount of time into something that goes nowhere.
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Have a clear core.
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Test it. Make a combat prototype if you are focusing on combat. Share your story with other people if it is story-driven. Make a small sample map if you are focusing on world creation. Judge the reactions, accept defeat if needed, and either find another core or improve it until you can prove that your core is clear and marketable.
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Design a game loop around your core that is fun. Even story-driven games have a game loop to support and portray the core.
Game engines, tools, and graphics are just ways of presenting the game. Godot, Unreal, and Unity all do similar things with different tooling. In game development, execution is usually not the hardest part. The hard part is making people want to play your game. Not even selling it, because you can always sell polish, but polish alone won’t make people play.
A bigger scope does not make a good game. Good design and a strong game loop make a good game. Making a good game is hard. Focus and invest in your theory and design before worrying too much about optimization. Map sizes, culling, and tools are mostly optimization concerns. People generally run powerful machines, and since you are solo, I doubt you will hit serious hardware limits with hand-crafted content.
These are just my humble opinions and personal experiences.