these are 2 different properties of games! Complete/Incomplete is telling us whether there are instructions (IE procedural rules) covering all situations which may arise within the game state. I contend that Dungeon World has this form of completeness. No matter what the fictional state is, we have a rule which tells us how to proceed.
Open/Closed is a separate question. Open games have an infinite possible set of game states, such as RPGs. Closed games have finite states, like Chess. All closed games can potentially be made complete by the application of enough rules. I mean, maybe there's a 'halting problem' here where you can construct a game who's states cannot all provably be reached or something...
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a Complete but Open game can be structured by using a simple general rule which has the property of closure, that is you can chain (or nest, I won't go into how these are equivalent) the output of one application of such a rule into the input of the next. RPGs of this sort, like DW, then typically employ exception based design to allow the addition of a richer set of tools without breaking the system's complete nature.