Is the "Open World" approach killing RPGs? And will it ever stop?

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Bombiz

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Kerg3927 said:
It was a joke, kinda. :) But I do see a lot of the strongest defenders of open world games admit that they typically don't even finish the games. They just wander around for a while until they finally get bored and then move on to another game. That playstyle is inconceivable to me personally, although I try to be respectful of other people's opinions. For me, if I don't finish a game, the whole experience has been a failure and a waste of time. I play to "win."
I gotta ask what exactly is 'finishing' a game to you? Must you do 100% of everything in order to final be done with it? Also how is this "playing to win".
 

Bombiz

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Charcharo said:
, but hey, gaming is inferior in the end. Nothing can be done.
Wat? I mean if your talking about story then sure but besides that they're way too different to flat out say one is better than the other.
I need you to explain to me why gaming is inferior (to reading books?). Unless this is just some joke I'm not getting.
 

Kerg3927

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The Madman said:
Kerg3927 said:
TW3 is a solid game, the best modern slogfest out there, but it can't hold a candle to games like DS or Dragon Age Origins or Mass Effect 1-3 because those games are NOT an open world of boring nothingness. They provide nothing but quality content and that's all you get to play. They don't LET you become bored.
Funny you should mention Mass Effect, as I recall it receiving pretty heavy criticism on release for being full of fetch-questy side-quests and huge worlds to explore which ultimately were irrelevant save for the completionists out there. Copy-paste level design was another big complaint on the time of its release, so much so that for ME2 and 3 Bioware got rid of the rover entirely save for a few dlc missions.

Which isn't to say I dislike Mass Effect, I genuinely love that game, but I'm just pointing out this isn't exactly a new development in gaming nor are a number of older 'classics' out there immune to these very same complaints.
Ha, yeah the Mako open world collection quests are certainly a weak point for the original ME. But luckily it didn't make up a big enough portion of the game to ruin an overall great game. And XP in that game is limited (no respawns), and the skill trees so fun (to me), that it's not too bad of a slog to take the time to knock them out. When I replay ME, I pull up a list of the planets on the wiki and use the maps to get them done as quickly and efficiently as possible and minimizing boring wandering around. :)
 

Kerg3927

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Bombiz said:
Kerg3927 said:
It was a joke, kinda. :) But I do see a lot of the strongest defenders of open world games admit that they typically don't even finish the games. They just wander around for a while until they finally get bored and then move on to another game. That playstyle is inconceivable to me personally, although I try to be respectful of other people's opinions. For me, if I don't finish a game, the whole experience has been a failure and a waste of time. I play to "win."
I gotta ask what exactly is 'finishing' a game to you? Must you do 100% of everything in order to final be done with it? Also how is this "playing to win".
Doing all the main and side quests I can find. Experiencing all of the story. Watching the credits roll. Then I can say I completed the game and can move onto the next one.

When I finished Witcher 3 there was not a single question mark left in the entire game. If there would have been, then I wouldn't have felt like I had finished it.
 

briankoontz

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Any design element not clearly better than alternatives which dominates the big-budget industry necessarily reduces the creativity of that industry. Anathema to creativity is "We have to make our game X way" without first asking if that's the right decision for the game at hand.

So the "grimdarkmacho muddy military shooter" has given way to the "openworld RPG", and in both cases creativity was the first casualty.

As to "will it ever stop?" - game design trends come and go. The popularity of open-world RPGs is high now, and that won't last forever.
 
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CeeBod said:
Danbo Jambo said:
I worry that there's bizare consensus amongst gamers that the open world/sandbox approach is better, and that future RPGs are all gonna fall into this trap.
To me good roleplaying is the freedom to do what I want, when I want, and open-world games do that better. If I want a tightly scripted narrative I'll watch a movie or read a book, so for me the open world/sandbox approach IS better for RPGs. For other people, the character development or richness of the story or any of a million other things might be more important, so no there isn't a consensus, and there DEFINITELY isn't a "bizarre consensus", which sounds like just another way to say "Stop liking what I don't like!", but people favour different things, and the technology has caught up enough to do open worlds reasonably well just now - ergo they are currently over-represented after many years of non-representation.
maybe we need more titles than simply RPG to define so many play types
 

Danbo Jambo

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Some great replies on both sides of the debate.

I think the main thing which is getting to me about TW3 is the fact that it's so easy to drop into a formula of doing things because of how it's designed. What does each village have? A shop of somesort, a noticeboard and next to naff all people to interact with. What do I do? Do a Main/Secondary/Contract quest, go to shops & restock/repair, move on to the next.

It makes it very repetitive & boring, and the lack of general interaction with people REALLY hurts the RPG feel IMO. In TW2 and other such RPGs it felt way more natural and far less mathmatical.

Seriously, is there actually any point in exploring villages? It's as if every village is a carbon copy of the next, with nothing of note.

Joccaren said:
Ahh yes, the significant elements of 'ghost in the cliffs #300', or 'Nekker #4000', 'Drownie #30', 'Endredga #56' and the ever so memorable harpies litering the entirety of the second act.
There were a ton of just filler mobs to kill in two as well, they just didn't have a map marker above them. Some of them had a quest that'd give you a handful of coin tied to them, but that was about as impactful as most of them got.
Likewise, Witcher 3 also has the more interesting quests around. Villages that have been slaughtered and a quest to find out not what, but who did it. An abandoned manor with an old friend. Meeting a bunch of the Witches and doing their deeds and following their stories. There is, however, yes, a lot more of the random mobs sitting around, though keeping to the roads you can usually manage to avoid 90% of them. There are far more detailed quests in 3 than there were in 2, the problem is its often overwhelming in the sheer amount of stuff there is to do that as soon as you start focusing on doing things like clearing out bandit camps, content fatigue can hit pretty quickly. By and large though, its very similar to 2 in its structure; You've got a handful of main hub towns with a bunch of main quests inside them and the immediate surrounding area. The key difference is that one has loading screens and flashbacks between these sections, the other has you journeying between them yourself for the most part.
That said, I'm not going to hold it up as perfect. Honestly they should have done away with all the ? symbols and let players just find all that stuff themselves. Would provide less of a drive for players to do everything and not miss out on the 'content' around them, and instead focus them on the core parts of the game that the developer designed for them to experience. Also needed to handle its level scaling a bit better, considering how schitzophrenic it can be at times, and how that results in getting level 40 missions when you're level 5 half the time, or coming across level 30 monsters in what would otherwise seem to be a level 10 area...

DA:I does have its redeeming moments. I remember getting to the Ball at the Palace and had a great time playing that mission, because there was so much care put into everything; carefully designed puzzles to get an advantage in the ball, persuasive checks to impress the court, a mystery to solve and a lot of important actors, characters from 1 returning anew, and while there was plenty of exploring to do, it still felt focused. It wasn't a generic MMO collectathon. Its a shame much of the rest of the game wasn't similar. Its other issues, such as those involving its gameplay, also played into it not being a game I'll replay often, but it does, occasionally, have its upsides at least. It just doesn't handle its open world segments well at all.

And yeah, ATM a lot of games are focusing on the OW mechanics because they're vogue, and they're doing it somewhat intelligently in that, like DA:I, they're designing for it from the game up, but they lack the experience and manpower to make it work. DA:I as an example, was designed to be a great open world game, even though it didn't manage it. The team obviously hadn't done a ton of open world work before, and didn't really execute the level design aspect of it well [Not in aesthetics, but in the gameplay aspect], and tried to do too much small content to fill the space, rather than focusing down on a bunch of strong core content, and then putting in some mobs around the area to make the traversal areas more interesting. Don't need 30 fetch quests, 5 quests with an actual story to engage with, and a bunch of darkspawn that just happen to be in the way would be far better. They didn't just throw it in at the last minute though - honestly it might have turned out better if they did. With everyone starting to gain experience, and the market showing the ideas that work, and the ones that don't, devs should be starting to clue in on how to make good open world games, kind of like how when FPSs became the big 'thing' there were a bunch of rather mediocre ones that came out without tight controls, or that didn't understand the core appeal of the genre, but by the end of the generation we had a lot of competently executed FPS, and a tiny handful that were also creative on top of that. I think one of the biggest things they'll need to realise is that you don't create a huge world for the sake of having a huge world, but you create a world size that fits your game. You can be open world and semi-sandbox within just the territory of Crow's Perch in Witcher 3, if your game only has enough core content to really make it work in that size of world, make that size of the world. Don't make it bigger and try to stretch things across without good reason. In Witcher 3, they were trying to make a territory spanning 3 nations that the whole story takes place in, in order to allow the story to flow uninterrupted - and they've got enough core content in the game to make that work, though it does result in a huge amount of side content that they put down markers for, unfortunately. The Hinterlands in DA:I? There's no reason for it to be that big, beyond trying to make it feel bigger than the content calls for.

Hopefully the next round of open world games will be better than this one, but with how long it takes to develop them I get the feeling we'll be waiting a while to find out.
I think the map marker really makes a difference you know? It's as if you're promised something good or interesting, and you only get something which you'd stumble over in other games. I wish I had a setup that could mod them off. The quests themselves I've found very good, which is why it's so frustrating having to mess around with what I see as "filler" so much between them.

I also find the villages and areas lack character. In TW2 each area had it's own character, and those around it did too. Same as in DA:Origins etc. In TW3 everwhere I've explore so far seems exactly the same unfortunately - I can't tell one village from the next! Why can't they have a mining village, a farming village, a silk weaving village etc. - all with related quests to build more character? Again, too little spread too thinly for me I'm afraid.

Don't get me wrong, it's still enjoyable, it's just enjoyable with bouts of dullness. The main quests are actually great, and I'm playing through avoiding as much as the filler as possible, but unfortunately the game is setup so I'm still sinking hours into stuff I don't want to do.

As for DA:I I just couldn't stand it. I gave it 3 goes, all with about 8-10 hours in, and - whilst I appriciate some folk may find some enjoyment in it - it was an awful game for me lol.


These statements of yours are bang on mate.........

"Don't need 30 fetch quests, 5 quests with an actual story to engage with, and a bunch of darkspawn that just happen to be in the way would be far better"

"You can be open world and semi-sandbox within just the territory of Crow's Perch in Witcher 3, if your game only has enough core content to really make it work in that size of world, make that size of the world. Don't make it bigger and try to stretch things across without good reason."

I guess I'm not trying to slate the game, as I say, it's good and worth playing, I just don't want the 10/10, "perfect" (to paraphrase DA:2 style lol) perception of TW3 to be considered true and effect later RPGs. Here's hoping!! :)

infohippie said:
"Spread thin"? Are you serious? TW3 is by far the densest RPG I've played in a long time. There is a hell of a lot more in it than you'll find in TW2. I've never seen open world done as well as TW3 does it. Have you gotten very far in it yet? I mean, I adored TW2, but TW3 is a far, far better game. Try not to use fast travel at all if possible and enjoy the quests and discoveries that you encounter along the way.
More meaningless, repetitive stuff though. I'm currently halfway through the Bloody Baron quest.

Thansk for the tpis, and I am trying, I just don't find it works so far. The markers tell me there's little in between worth looking for, and when I do find something it's rarely of any note or value tbh. There have been the odd exception, but it's needle in a haystack ratio.

Pirate Of PC Master race said:
You seem to think, and have accepted that open world games do not have/cannot have so-called "tight, together structure". Something in line of "The pond must be either wide and shallow, or small and deep."
but it can have both qualities. Yes, it is true that structured RPG may tell better interactive story because they have less ground(as in, possible player's actions) to cover, and vice versa for open world games.

But we are falling in to the fallacy. We are assuming that there is set amount of effort 'X' and it must be spread across the game.
Just put more effort in to it! Open world can be more than a giant map with 100 breadcrumbs. It has potential, for god's sake. More consequences... or story that stretches across multiple places and does effect SOMETHING in the world.

Open world games... did fail in this regard. At least popular and recent ones in the last decade. But that does not make every open world games worse for all eternity. There is still hope yet.
Morrowind & Gothic 2 are probably the best OWGs I can think of. I loved Morrowind, stunning (combat obv an issue), and I really liked Gothic 2, but only played it a year or so back, so the datedness of the game stopped me playing before finish.

I've nothing against them in principle, I'm just more of an emotive player than a logical one, and I prefer games which affext emotions and feel less work-like.

As others have said, time contstraints as a working adult also mean I want to get to the thick of the action more too.

For me, I've always thought games are better when side-quests are an expansion or the story, rather than an addition if that makes any sense. This is kinda the case in TW3 tho.
 

Cowabungaa

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Kerg3927 said:
As someone who has been playing CRPG's for 30 years, it's an absolute disaster. I call it Skyrim Disease, and it's spreading and infecting the entire genre.
Weren't most CRPGs of the last 30 years open world adventures? Hell, from the first Rogue games to Baldur's Gate and Fallout to now Dragon Age, Pillars Of Eternity and The Witcher. They've all featured open worlds.

Hence why I'm not sure that it's the open-world aspect that's problematic. I feel like the content in it has been simplified. It's become prettier but more hollow. Though to me The Witcher 3 has been the antithesis to that. I've been playing that for the past two weeks and I'm so happy to be playing a CRPG with high-quality side-content again, not just "Kill 10 Boars"-ish stuff (read: keyword is "just" here, because it's definitely there though you have to actively look for it) with barely any context and characterization.

It does do the whole collection-all-the-things thing though, but luckily that's optional.
 

Fireaxe

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You can't really blend open world and story pacing, I don't think it's killing RPGs but it's certainly not good for story based games to go too open ended without some kind of clear reason for it; Far Cry 3 for instance had the whole liberate garrisons to help the tribe of people who aided you earlier on.
 

EyeReaper

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Open world rpgs aren't really a new notion are they? I mean, sure, they've been getting shinier graphics and larger terrains, But I'm pretty sure old school games like Dragon Quest or Ultima were open world. If RPGs didn't die back then, I don't see why they'd mysteriously keel over now.

I personally feel like the (first) Dragon Age/Mass Effect is the best way to do it. More linear, focused dungeon levels, big overwolrd that lets you choose which way to go. Which I guess is technically the same way SuperMario 64 did it too.

Besides, RPGs can't die until next February. Gotta get my Persona on.
 

Kerg3927

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Cowabungaa said:
Kerg3927 said:
As someone who has been playing CRPG's for 30 years, it's an absolute disaster. I call it Skyrim Disease, and it's spreading and infecting the entire genre.
Weren't most CRPGs of the last 30 years open world adventures? Hell, from the first Rogue games to Baldur's Gate and Fallout to now Dragon Age, Pillars Of Eternity and The Witcher. They've all featured open worlds.

Hence why I'm not sure that it's the open-world aspect that's problematic. I feel like the content in it has been simplified. It's become prettier but more hollow. Though to me The Witcher 3 has been the antithesis to that. I've been playing that for the past two weeks and I'm so happy to be playing a CRPG with high-quality side-content again, not just "Kill 10 Boars"-ish stuff (read: keyword is "just" here, because it's definitely there though you have to actively look for it) with barely any context and characterization.

It does do the whole collection-all-the-things thing though, but luckily that's optional.
I suppose they were, but it's all about scale. Those games didn't FEEL so huge and unmanageable. Each area had borders. You could go to one area after the other, explore the area and do all the quests before moving onto the next area, without getting bored or the game feeling so tedious. You weren't diverted with side quests for endless hours until you almost forget that there is a the main story because it's been weeks since you progressed in it.

The key to me is, does it FEEL bloated and overstuffed with boring filler? I know it's not quite the same type of game, but I just discovered the Dark Souls series, having never played any of them before. Playing through Dark Souls 1, it doesn't feel like there is ANY filler. Every zone has it's own unique style and flavor. Every trash mob feels like an obtacle to be overcome on the way to an important objective, rather than the trash mobs and the trash loot and the fetch quest or question mark on the map associated with it being the "objective."

As far as sheer real estate comparison, I think the entire game of Dragon Age Origins is smaller area-wise than the Hinterlands. DAO is considered a classic, benchmark game by most RPG enthusiasts. It was plenty big, and plenty long. It never felt like you were just doing MMO-style busy work, like you were logging on to do your WoW daily quests. In my opinion, there was absolutely NOTHING positive that came out of making Dragon Age bigger, let alone 10x, 20x, 30x bigger or whatever DAI turned out to be. All it did was produce an extremely watered down slog fest.
 

Danbo Jambo

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Can anyone please tell me if there are actually ever any none-main questline NPCs in TW3 worth interacting with in villages or towns, which aren't either shops or notice-board related?

Fireaxe said:
You can't really blend open world and story pacing, I don't think it's killing RPGs but it's certainly not good for story based games to go too open ended without some kind of clear reason for it; Far Cry 3 for instance had the whole liberate garrisons to help the tribe of people who aided you earlier on.
Aye.

I've been giving it a bit more thought and when you're the one dictating the story like in OWGs, it's easy for things to become formulaic, because it's human nature to adopt a "solve it" approach, and therefore find a method which works and repeat it throughout.

However, when the game is the driving force though you're always on your toes. And I also think that's more realistic tbh too. Are we all living our lives as we would/could? No, because life throws in circumstances right from birth which dictates how we live.

I don't think OWGs are a bad thing in isolation, I just think that approach is hindering some games now, and because it's the trend I'm a bit worried about how many games get bitten by the "Skyrim Syndrome" disease.

It wouldn't be so bad if Skyrim had actually been great, but it was just another failed attempt to live up to Morrowind's legacy IMO.

Kerg3927 said:
I suppose they were, but it's all about scale. Those games didn't FEEL so huge and unmanageable. Each area had borders. You could go to one area after the other, explore the area and do all the quests before moving onto the next area, without getting bored or the game feeling so tedious. You weren't diverted with side quests for endless hours until you almost forget that there is a the main story because it's been weeks since you progressed in it.

The key to me is, does it FEEL bloated and overstuffed with boring filler? I know it's not quite the same type of game, but I just discovered the Dark Souls series, having never played any of them before. Playing through Dark Souls 1, it doesn't feel like there is ANY filler. Every zone has it's own unique style and flavor. Every trash mob feels like an obtacle to be overcome on the way to an important objective, rather than the trash mobs and the trash loot and the fetch quest or question mark on the map associated with it being the "objective."

As far as sheer real estate comparison, I think the entire game of Dragon Age Origins is smaller area-wise than the Hinterlands. DAO is considered a classic, benchmark game by most RPG enthusiasts. It was plenty big, and plenty long. It never felt like you were just doing MMO-style busy work, like you were logging on to do your WoW daily quests. In my opinion, there was absolutely NOTHING positive that came out of making Dragon Age bigger, let alone 10x, 20x, 30x bigger or whatever DAI turned out to be. All it did was produce an extremely watered down slog fest.
Brilliant post.

I'm all for exploration. But give us a reason to explore, make it enjoyable and memorable, not bloated & boring.
 
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Killing? Eh, don't think so. But i surely am tired of it. All that i need to say is that the last sandbox that really caught me was GTA: San Andreas, yep.

Danbo Jambo said:
Morrowind & Gothic 2 are probably the best OWGs I can think of. I loved Morrowind, stunning (combat obv an issue), and I really liked Gothic 2, but only played it a year or so back, so the datedness of the game stopped me playing before finish.
Unfortunately i've also gave up on Morrowind, after the novelty of Vvardenfell wore off(Still places it miles ahead of Skyrim). I much preffered the "tighter" experience of Bloodmoon.
Gothic(1&2) i really love to bits though. I think it really nailed the sweet spot between being open an linear. The world felt more as carefully handracfted, rather than arranged from setpieces, which somehow made it appear more natural.
Too bad G3 also went the sandbox way(Liberate this town from orcs... then another... then another one, etc.).
 

Danbo Jambo

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MrCalavera said:
Killing? Eh, don't think so. But i surely am tired of it. All that i need to say is that the last sandbox that really caught me was GTA: San Andreas, yep.

Danbo Jambo said:
Morrowind & Gothic 2 are probably the best OWGs I can think of. I loved Morrowind, stunning (combat obv an issue), and I really liked Gothic 2, but only played it a year or so back, so the datedness of the game stopped me playing before finish.
Unfortunately i've also gave up on Morrowind, after the novelty of Vvardenfell wore off(Still places it miles ahead of Skyrim). I much preffered the "tighter" experience of Bloodmoon.
Gothic(1&2) i really love to bits though. I think it really nailed the sweet spot between being open an linear. The world felt more as carefully handracfted, rather than arranged from setpieces, which somehow made it appear more natural.
Too bad G3 also went the sandbox way(Liberate this town from orcs... then another... then another one, etc.).
Bloodmoon was probably the peak of the experience. What both Morrowind & Gothic 1&2 nailed was that sense of depth & character. Compare Morrowindto TW3 - what am I going to encounter? A fantastical town consisting of spore based buildings? An underground sewer with a secret shrine to a God? A town built around a giant crab shell? etc. - You literally tripped over "character" at every turn. Compare that to TW3 - oh, another village. Lots of huts with string in. A few shops. Whoopie - it's bland as hell. I'm all for realism, but where's the sense of individuality & wonder? Spread far too thinly over far too wide an area IMO.

I'll have to give Gothic 2 another playthrough actually. I did realy enjoy it, but the magic system was a pain. Will try full Melee.
 

Joccaren

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Danbo Jambo said:
I think the map marker really makes a difference you know? It's as if you're promised something good or interesting, and you only get something which you'd stumble over in other games. I wish I had a setup that could mod them off. The quests themselves I've found very good, which is why it's so frustrating having to mess around with what I see as "filler" so much between them.

I also find the villages and areas lack character. In TW2 each area had it's own character, and those around it did too. Same as in DA:Origins etc. In TW3 everwhere I've explore so far seems exactly the same unfortunately - I can't tell one village from the next! Why can't they have a mining village, a farming village, a silk weaving village etc. - all with related quests to build more character? Again, too little spread too thinly for me I'm afraid.

Don't get me wrong, it's still enjoyable, it's just enjoyable with bouts of dullness. The main quests are actually great, and I'm playing through avoiding as much as the filler as possible, but unfortunately the game is setup so I'm still sinking hours into stuff I don't want to do.

As for DA:I I just couldn't stand it. I gave it 3 goes, all with about 8-10 hours in, and - whilst I appriciate some folk may find some enjoyment in it - it was an awful game for me lol.


These statements of yours are bang on mate.........

"Don't need 30 fetch quests, 5 quests with an actual story to engage with, and a bunch of darkspawn that just happen to be in the way would be far better"

"You can be open world and semi-sandbox within just the territory of Crow's Perch in Witcher 3, if your game only has enough core content to really make it work in that size of world, make that size of the world. Don't make it bigger and try to stretch things across without good reason."

I guess I'm not trying to slate the game, as I say, it's good and worth playing, I just don't want the 10/10, "perfect" (to paraphrase DA:2 style lol) perception of TW3 to be considered true and effect later RPGs. Here's hoping!! :)
The biggest problems with the markers are that they are there for everything. Single chest in the wilderness with the same loot table as someone's cupboard in town? Gets a marker. Random bandits sitting around? Gets a marker. Frog that looked at you funny? Gets a marker. Its like if every location where a random mob could appear in Skyrim, and every chest, and every single interactable entity in the game had a marker over it. The map would just be drowned in markers - as it is in TW3 - and it would just bore everyone as they think there's something important there, but there rarely is. There are SOME markers that have some story content at them, and those are the only ones that should have been in TBH. Boss mobs and such? Let players put down their own markers to notify themselves. The game would flow much better without them in all honesty.

Since you're up to only the Bloody Baron, I can understand why you feel all villages are the same. Most of the smaller ones are quite similar, because they all serve similar roles; housing for a bunch of people who make some specialty good not relevant to Geralt, but who need to grow enough food to feed themselves nonetheless. There are a number of more unique locations though, but again there's a ton of just side 'important' locations around as well. The Baron's keep, I think you can agree, is a bit different to just a general village in the woods. There's a Nilfgaardian army camp to the South East where forest has been cleared away and a huge army complex that you don't get to enter the true interior of has been set up. Oxenfurt is a reasonably sized true city, not wooden mud shacks everywhere, and when you hit Novigrad... That's a huge city, biggest I've seen in gaming, with various districts each of which can feel somewhat unique in themselves, let alone the city. Skellige's towns are different to those of the continent, and different islands of Skellige have towns that often feel different to the other islands, and on the continent further North there are towns that keep bees, ones that keep huge fields, ones in the woods... There isn't a shortage of more unique locations. As with everything else in the game though, they're drowned in the huge number of generic locations you're told to go to. For every more unique village, there's two that are basically the same thing copy/pasted. Its great at replicating the countryside feel, but they really needed to drop the map markers for half of them.

I completely understand your problem with too much extra stuff. The game, thankfully, does keep getting better the more you play it. The starting area around Crow's Perch is... probably the most bogged down in the game. Don't get me wrong, there's a ton of extra stuff in all the other areas as well, but generally its easier to find the more interesting quests and locations, and thanks to the high population of the areas you run into fewer monsters... Except sailing around Skellige, and the damn Sirens. Fuck'em. They're weak, and easy to kill, but they're fucking everywhere. Thankfully, whilst sailing, you don't even have to stop and fight them - just keep sailing and you'll make it past without even getting hit most of the time. But once you hit major cities like Oxenfurt, or especially Novigrad, you'll run into a bunch of the more major "Job boards", with monster hunting quests that sometimes can be fairly ordinary, but quite often have interaction with an intelligent monster, and a choice to make, and the samey villages are much closer to the hub of what you're doing, so you can easily just run around, grab the interesting quests, and keep doing the main stuff without too much worry. Until Skellige, but there everything is separated by islands, so you're much less bogged down with the huge number of things to do unless you decide to visit every island. But yeah, Crow's Perch area is the most bogged down with monsters, bandits, and general samey villages, which suits its lore location - middle of a battlefield in no mans land, surrounded by death and poor people - but sadly doesn't do much to leave a good first impression. After heading North things get better. The same content massing problems still exist, but they're not as noticable thanks to being better handled up that way, thankfully.

And yeah, it isn't a 10/10 perfect game. No game ever can be to be honest, there'll always be things to improve, and different tastes for different people. Why Witcher 3 gets a ton of praise is its damn close most of the time to that 10/10 if we're considering open world RPGs. The competition isn't even on the same playing field, and its almost revolutionary the depth of the quests, the amount of content, the size of the world and the level of graphics in it... In almost every aspect it ends up better than the competition, and by heaping praise on it it is seen as the desirable way to do open worlds, so we end up with fewer DA:I and Skyrim's, and more games like Witcher 3 with deeper content - at least that's the hope. Doesn't mean it doesn't have its problems, and pointing them out is important to keep improving the genre as a whole, but when it comes to open world RPGs that's where the new benchmark is.

And yeah, I get the frustration of most games, no matter what genre, trying to go open world now. Its something that bothers me too. But, its the current vogue, so its what the industry focus is on for a while since they're now able to do it. There are devs that understand the desire for more focused RPGs though, so we should see some still coming out. The only problem is how long it takes to make them, meaning it could be a while before we see a good one. Until then, we can just pray that devs improve on the open world formula as much as possible, and make all the games at least barable and enjoyable to some level.
 

Smithnikov_v1legacy

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May 7, 2016
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To the people complaining about open world approaches to RPG's, how many of you have actually played what is considered a table top ROLE PLAYING GAME? Just wondering. If you have, tell me, how much in common does it have with heavily scripted on the rails video games with pre-made characters and your only input being to select attacks from a menu?

I just want to know, because even a poorly made open world feels closer to the D&D experience than something like The World Ends with You or Lunar.
 

Kerg3927

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Jun 8, 2015
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Joccaren said:
Except sailing around Skellige, and the damn Sirens. Fuck'em. They're weak, and easy to kill, but they're fucking everywhere. Thankfully, whilst sailing, you don't even have to stop and fight them - just keep sailing and you'll make it past without even getting hit most of the time.
I cleared all freakin' 69 smugglers caches because zomg question marks have to complete, but it was about as much fun as I would imagine being a low tier janitor in the Empire State Building would be, spending all day doing nothing but mopping and cleaning toilets. Seriously, was there anyone - anyone in the entire world - who enjoyed sailing around killing all the sirens and looting the smuggler caches? They made me want to cry. And then I'd go interact with another notice board and 20 more question marks would pop up out in the ocean and was like !@$#@@##!@#$@!@#$@#!!!!!!!!!!!!!!!!!!
 

Joccaren

Elite Member
Mar 29, 2011
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Kerg3927 said:
Joccaren said:
Except sailing around Skellige, and the damn Sirens. Fuck'em. They're weak, and easy to kill, but they're fucking everywhere. Thankfully, whilst sailing, you don't even have to stop and fight them - just keep sailing and you'll make it past without even getting hit most of the time.
I cleared all freakin' 69 smugglers caches because zomg question marks have to complete, but it was about as much fun as I would imagine being a low tier janitor in the Empire State Building would be, spending all day doing nothing but mopping and cleaning toilets. Seriously, was there anyone - anyone in the entire world - who enjoyed sailing around killing all the sirens and looting the smuggler caches? They made me want to cry. And then I'd go interact with another notice board and 20 more question marks would pop up out in the ocean and was like !@$#@@##!@#$@!@#$@#!!!!!!!!!!!!!!!!!!
Wait.

Wait.

Interacting with notice boards spawns more ?s in the Ocean.
Fuck, abandon ship. I was 100%ing everything I could just for one playthrough so I could see everything, but the smugglers caches... Fuck'em. And if there's MORE out there? FFS.

Like, I love the game, but seriously, stop it with the ? marks. It'd be great if I was randomly sailing and came across one without notification. That'd be interesting. It'd be cool. But when there's 5 million of the bloody things throughout the ocean with ?s taunting me to come get them? RAAAAAGE.
A second playthrough where I ignore them all? That'll be great. This 100%ing playthrough? I want to murder whoever invented the stupid ? system -.-
 

Ftaghn To You Too

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Nov 25, 2009
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I don't think they're killing them. It's just the new craze, and people will tire of it. Like anything, it can be done well and done awfully. There's The Witcher 3, which is probably one of the best open world RPGs ever made because it remains a focused, interesting experience even in tiny sidequests about killing monsters for people in villages. It's no Morrowind, as has been said, but it's one of the best that has been released since Morrowind. Then there's Two Worlds or Dragon Age or the bad implementation of open worlds in non-RPGs like Far Cry.

I'm expecting some more linear experiences are on the horizon. RPGs are one of the last bastions of even slightly player driven gameplay, and the continuing AAA trend towards tightly paced, guided roller coasters (that I'm not a fan of) will hit them sooner or later. Also, the Souls-like is starting to gain traction. The Souls games have mastered smaller, more crafted environments in an RPG and we're starting to see a lot of games explicitly drawing from that philosophy. Hopefully, many of them will turn out to be good. From both angles, one bad and one good, I think the mainstream dominance of open world RPGs will begin to deteriorate soon.