Maximalism in art refers to drawing on and combining multiple different sources for art creation, embracing the resulting collisions and heterogeneity. This pa-per discusses the use of maximalism in game design and particularly in data games, which are games that are generated partly based on open data. Using Data Adventures, a series of generators that create adventure games from data sources such as Wikipedia and Open-Street Map, as a lens we explore several trade offs and issues in maximalist game design. This includes the tension between transformation and fidelity, between decorative and functional content, and legal and ethical is-sues resulting from this type of generativity. This paper sketches out the design space of maximalist data-driven games, a design space that is mostly unexplored