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

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Danbo Jambo

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Joccaren said:
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.
Great post all round mate, agree with a lot of that. The marker summary is bang on especially.

Even though the Baron's place is aesthetically a touch different, it still lacks any noteable NPCs other than the usual Blacksmith + Merchant. Are the towns like this too? I just don't want to spend time looking for NPCs if there aren't any. So far everything I've come across worth interacting with is either a main-quest, on a noticeboard or on a yellow marker - is that the case all the way through?

I'll stick through the game because of the story and good quests. But damn it's just so formulaic and work-like getting to them.
 

Joccaren

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Danbo Jambo said:
Great post all round mate, agree with a lot of that. The marker summary is bang on especially.

Even though the Baron's place is aesthetically a touch different, it still lacks any noteable NPCs other than the usual Blacksmith + Merchant. Are the towns like this too? I just don't want to spend time looking for NPCs if there aren't any. So far everything I've come across worth interacting with is either a main-quest, on a noticeboard or on a yellow marker - is that the case all the way through?

I'll stick through the game because of the story and good quests. But damn it's just so formulaic and work-like getting to them.
There are a handful of people around the different places, though generally they all tie into their own semi-major quest. A lot that you'll interact with will come from a noticeboard quest, and will be in the city, though there are also a few people you'll run into just walking around that have quests to do. Usually denoted by a yellow marker, not sure if always. There's no radial quests like Skyrim's though, so there's less of a 'need' to interact with the general peasantry [And honestly when you're in a city with what is probably a thousand NPCs like Novigrad, I really don't expect them to do write that much dialogue]. There are still the occasional one you can find though. Honestly, probably the biggest people you can just generally talk to without purpose would be the prostitutes surprisingly. Rather than taking their services, you can also just chat with some of them. Beyond that there's a ton of different types of NPCs adding flavour in the bigger towns, but not a ton you can just walk up and talk to.

If you don't mind outside just ones related to quests though, outside the Blacksmith/Merchant/Tavern Keep/Elder, there are more NPCs of note to find. But really it depends on exactly what you're looking for as to whether it'll satisfy you or not. Especially when you're in and around Novidgrad there are a ton of the NPCs from previous games, and you spend a reasonable amount of time with them [Dandelion, Zoltan, Vernon Roche, Djikstra, Triss, in Skellige Yennefer, and even that baroness that helps you escape from the castle early in the first game, and some other character I'm too tired to remember the name of with her, both hang around in Novigrad]. This also ignores all the Witches hiding around, or Letho who you can run into in an abandoned village, other Witchers you meet... There's a bunch of people around. They're all tied into quests though. Not always the main quest, but still...
And yeah, most of them have quest markers or other things that send you to their location, but I can't really fault that.

There are more actual characters in the game though. As said, Crow's Perch is probably the driest area for that, in the middle of a battlefield and out in the wilderness. But when you get to the towns... Get prepared for a lot more actual quests, that often include talking to people. Even then though, yes, most of them have a quest marker - though I don't think even linear RPGs do without them.
 

Danbo Jambo

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Joccaren said:
Danbo Jambo said:
Great post all round mate, agree with a lot of that. The marker summary is bang on especially.

Even though the Baron's place is aesthetically a touch different, it still lacks any noteable NPCs other than the usual Blacksmith + Merchant. Are the towns like this too? I just don't want to spend time looking for NPCs if there aren't any. So far everything I've come across worth interacting with is either a main-quest, on a noticeboard or on a yellow marker - is that the case all the way through?

I'll stick through the game because of the story and good quests. But damn it's just so formulaic and work-like getting to them.
There are a handful of people around the different places, though generally they all tie into their own semi-major quest. A lot that you'll interact with will come from a noticeboard quest, and will be in the city, though there are also a few people you'll run into just walking around that have quests to do. Usually denoted by a yellow marker, not sure if always. There's no radial quests like Skyrim's though, so there's less of a 'need' to interact with the general peasantry [And honestly when you're in a city with what is probably a thousand NPCs like Novigrad, I really don't expect them to do write that much dialogue]. There are still the occasional one you can find though. Honestly, probably the biggest people you can just generally talk to without purpose would be the prostitutes surprisingly. Rather than taking their services, you can also just chat with some of them. Beyond that there's a ton of different types of NPCs adding flavour in the bigger towns, but not a ton you can just walk up and talk to.

If you don't mind outside just ones related to quests though, outside the Blacksmith/Merchant/Tavern Keep/Elder, there are more NPCs of note to find. But really it depends on exactly what you're looking for as to whether it'll satisfy you or not. Especially when you're in and around Novidgrad there are a ton of the NPCs from previous games, and you spend a reasonable amount of time with them [Dandelion, Zoltan, Vernon Roche, Djikstra, Triss, in Skellige Yennefer, and even that baroness that helps you escape from the castle early in the first game, and some other character I'm too tired to remember the name of with her, both hang around in Novigrad]. This also ignores all the Witches hiding around, or Letho who you can run into in an abandoned village, other Witchers you meet... There's a bunch of people around. They're all tied into quests though. Not always the main quest, but still...
And yeah, most of them have quest markers or other things that send you to their location, but I can't really fault that.

There are more actual characters in the game though. As said, Crow's Perch is probably the driest area for that, in the middle of a battlefield and out in the wilderness. But when you get to the towns... Get prepared for a lot more actual quests, that often include talking to people. Even then though, yes, most of them have a quest marker - though I don't think even linear RPGs do without them.
Thanks for the info :) I guess they have essentially taken the content of a compact RPG, and just spread it thin over a bigger area, making it harder to find folk and - for me - more tiresome to do so too.

I'll just stick to quests and not waste my time searching around. I've already run into Letho and, whilst I found the quest itself good, again I though the RPG aspect of it a little lacking (although the choices were good).

*Sigh*, most the changes from 2 to 3 really have dragged the game down for me :( Although we'll see how the towns fair, here's hoping :)
 

Danbo Jambo

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Guys......TW3 is bad.

OK, let me change that. The good bits are good, but I've now got to a town and the only addition to the usual merchants + notice board combo is....a barber lol.

There's absolutely no life or RPG aspects other than that. Everything is preictable as hell, it's like playing Assasin's Creed, not an RPG.

This is shocking supposed roleplaying, the dialogue options are becoming fewer too.

What a let down this is turning out to be. I'm just gunna blitz through the main quests and do side quests when it's essential to level up. Genuinely getting a bit gobsmacked now at how empty this game actually is, and how sucked in so many have been by the supposed "wealth" of content. What am I missing that has wowed so many others? there's barely anything worth investing time in, and the quests feel slapdash all being setup by noticeboards & markers.
 

Joccaren

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Danbo Jambo said:
Joccaren said:
Danbo Jambo said:
Great post all round mate, agree with a lot of that. The marker summary is bang on especially.

Even though the Baron's place is aesthetically a touch different, it still lacks any noteable NPCs other than the usual Blacksmith + Merchant. Are the towns like this too? I just don't want to spend time looking for NPCs if there aren't any. So far everything I've come across worth interacting with is either a main-quest, on a noticeboard or on a yellow marker - is that the case all the way through?

I'll stick through the game because of the story and good quests. But damn it's just so formulaic and work-like getting to them.
There are a handful of people around the different places, though generally they all tie into their own semi-major quest. A lot that you'll interact with will come from a noticeboard quest, and will be in the city, though there are also a few people you'll run into just walking around that have quests to do. Usually denoted by a yellow marker, not sure if always. There's no radial quests like Skyrim's though, so there's less of a 'need' to interact with the general peasantry [And honestly when you're in a city with what is probably a thousand NPCs like Novigrad, I really don't expect them to do write that much dialogue]. There are still the occasional one you can find though. Honestly, probably the biggest people you can just generally talk to without purpose would be the prostitutes surprisingly. Rather than taking their services, you can also just chat with some of them. Beyond that there's a ton of different types of NPCs adding flavour in the bigger towns, but not a ton you can just walk up and talk to.

If you don't mind outside just ones related to quests though, outside the Blacksmith/Merchant/Tavern Keep/Elder, there are more NPCs of note to find. But really it depends on exactly what you're looking for as to whether it'll satisfy you or not. Especially when you're in and around Novidgrad there are a ton of the NPCs from previous games, and you spend a reasonable amount of time with them [Dandelion, Zoltan, Vernon Roche, Djikstra, Triss, in Skellige Yennefer, and even that baroness that helps you escape from the castle early in the first game, and some other character I'm too tired to remember the name of with her, both hang around in Novigrad]. This also ignores all the Witches hiding around, or Letho who you can run into in an abandoned village, other Witchers you meet... There's a bunch of people around. They're all tied into quests though. Not always the main quest, but still...
And yeah, most of them have quest markers or other things that send you to their location, but I can't really fault that.

There are more actual characters in the game though. As said, Crow's Perch is probably the driest area for that, in the middle of a battlefield and out in the wilderness. But when you get to the towns... Get prepared for a lot more actual quests, that often include talking to people. Even then though, yes, most of them have a quest marker - though I don't think even linear RPGs do without them.
Thanks for the info :) I guess they have essentially taken the content of a compact RPG, and just spread it thin over a bigger area, making it harder to find folk and - for me - more tiresome to do so too.

I'll just stick to quests and not waste my time searching around. I've already run into Letho and, whilst I found the quest itself good, again I though the RPG aspect of it a little lacking (although the choices were good).

*Sigh*, most the changes from 2 to 3 really have dragged the game down for me :( Although we'll see how the towns fair, here's hoping :)
Yeah, I kind of get what you mean, but at the same time for me its often like loading screens. Instead of sitting there watching a loading screen of me going to the next scene, I'm actually going there myself, and the continuity continues to flow.
Now, when you throw a lot of extra stuff in my way... That gets annoying, but the open world aspect itself isn't so much an issue to my mind.

And again, most of the issue is in the Crow's Perch area, which conveniently enough takes up about 3/4s of the map. The Northern area around Novigrad fairs much better, and is a much smaller part of the map with less wilderness. Skellige is in between; parts of it are wide and open and all that, parts of it are quite contained. It depends on exactly which bit you're doing at any given time as to how it'll fair.

Novigrad itself though has been, thus far, probably one of my favourite parts of the game. Its just one city, yet there's probably as many major quests in the one city as there are in the entire south half of the map. And nowhere near as many just random monsters, because you're in a city. There are still the occasional predictable bandits and all that side of things, but it feels like a much more focused area than the south.
 

Danbo Jambo

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Joccaren said:
Yeah, I kind of get what you mean, but at the same time for me its often like loading screens. Instead of sitting there watching a loading screen of me going to the next scene, I'm actually going there myself, and the continuity continues to flow.
Now, when you throw a lot of extra stuff in my way... That gets annoying, but the open world aspect itself isn't so much an issue to my mind.

And again, most of the issue is in the Crow's Perch area, which conveniently enough takes up about 3/4s of the map. The Northern area around Novigrad fairs much better, and is a much smaller part of the map with less wilderness. Skellige is in between; parts of it are wide and open and all that, parts of it are quite contained. It depends on exactly which bit you're doing at any given time as to how it'll fair.

Novigrad itself though has been, thus far, probably one of my favourite parts of the game. Its just one city, yet there's probably as many major quests in the one city as there are in the entire south half of the map. And nowhere near as many just random monsters, because you're in a city. There are still the occasional predictable bandits and all that side of things, but it feels like a much more focused area than the south.
I'm just in Novagrad now and, whilst I agree it's better, it's also helped me figure out what is killing the game as an RPG for me - to me it's a sandbox game. Basically, every NPC you can interact with has a marker or comes via a quest, and that just KILLS any real RPG feel for me.

The whole game feels more like Assasin's Creed than it does TW2/DA:O etc and, because of how it's so mathmatically & predictably setup, I just don't find myself paying attention to anything else around me. I just look at the minimap and run towards the next objective as I know everything worthwhile is quest related, so just avoid the rest. But that avoidence still takes time and interferes with my enjoyment.

Those dialogue options are far less fun than TW2 too. TW2 wasn't perfect, but I've lost count of the amount of times I may have well not been presented with any options.

Still ploughing through, still semi enjoying it, still coming across occasional bit of brilliance, but said brilliance is just so damn thinly spread now. Current rating would be 7/10.
 

Gethsemani_v1legacy

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Danbo Jambo said:
The whole game feels more like Assasin's Creed than it does TW2/DA:O etc and, because of how it's so mathmatically & predictably setup, I just don't find myself paying attention to anything else around me. I just look at the minimap and run towards the next objective as I know everything worthwhile is quest related, so just avoid the rest. But that avoidence still takes time and interferes with my enjoyment.
That's what I told myself in my first playthrough too, lasting me some good 90 hours. Then when I booted up my second playthrough I quickly realized I had missed a lot of side quests that weren't marked out by the notice boards and a bunch of interesting unmarked locations.

The thing that has so many of us singing the Witcher's praise is the consistent atmosphere of the game. Velen looks and feels like a wartorn, medieval land, Crow's Perch oozes the atmosphere of a self-styled despot trying to mimic rightful rule by setting up his extortion racket in a dilapidated fort. Novigrad feels like a barely planned medieval city with clearly defined quarters that all have their own feeling. While it is true that you won't find many deep, winding quest as you explore Velen, Novigrad or Skellige, that criticism sort of misses the area in which the Witcher 3 stands out: The world feels believable and consistent. As someone who lives on the coast of Southern Sweden I can say that the nature design of Velen and Novigrad captures the feeling of these latitudes, while the villages, roads and what not nails the medieval feeling.

The Witcher is a great RPG not because it constantly overwhelms the player with deep quests (though there are dozens of those too and even the shortest side quests tends to have its' fair share of wold building or characterization throw in) but because it puts the player in a lovingly crafted and rendered world. While much of the world is rather empty, save for random animals or monster, it is still imbibed with an atmosphere that far exceeds the barren MMO-inspired areas of DA:I or Kingdoms of Amalur.

Also, just wait until you are deeper in the main quest and then come back and tell us that the dialogue is less fun or that the options don't matter...
 

Danbo Jambo

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Gethsemani said:
Danbo Jambo said:
The whole game feels more like Assasin's Creed than it does TW2/DA:O etc and, because of how it's so mathmatically & predictably setup, I just don't find myself paying attention to anything else around me. I just look at the minimap and run towards the next objective as I know everything worthwhile is quest related, so just avoid the rest. But that avoidence still takes time and interferes with my enjoyment.
That's what I told myself in my first playthrough too, lasting me some good 90 hours. Then when I booted up my second playthrough I quickly realized I had missed a lot of side quests that weren't marked out by the notice boards and a bunch of interesting unmarked locations.

The thing that has so many of us singing the Witcher's praise is the consistent atmosphere of the game. Velen looks and feels like a wartorn, medieval land, Crow's Perch oozes the atmosphere of a self-styled despot trying to mimic rightful rule by setting up his extortion racket in a dilapidated fort. Novigrad feels like a barely planned medieval city with clearly defined quarters that all have their own feeling. While it is true that you won't find many deep, winding quest as you explore Velen, Novigrad or Skellige, that criticism sort of misses the area in which the Witcher 3 stands out: The world feels believable and consistent. As someone who lives on the coast of Southern Sweden I can say that the nature design of Velen and Novigrad captures the feeling of these latitudes, while the villages, roads and what not nails the medieval feeling.

The Witcher is a great RPG not because it constantly overwhelms the player with deep quests (though there are dozens of those too and even the shortest side quests tends to have its' fair share of wold building or characterization throw in) but because it puts the player in a lovingly crafted and rendered world. While much of the world is rather empty, save for random animals or monster, it is still imbibed with an atmosphere that far exceeds the barren MMO-inspired areas of DA:I or Kingdoms of Amalur.

Also, just wait until you are deeper in the main quest and then come back and tell us that the dialogue is less fun or that the options don't matter...
I guess that's where it's going tits up for me, because I rarely get absorbed by aesthetics alone. All those positives you mention above about the design & areas are all totally wasted on me as I just don't really care for it. The RPG experience I love is one which provokes emotional reactions from both story & character interactions. Buck Rogers Countdown to Doomsday, FF2 etc. - games which move me but which look terrible.

The main quest is doing enough to keep me playing. There are moments of sheer brilliance, and occasionally I feel like I'm having a TW2 style experience.

I've also made a decision to start ignoring monster hunts & secondary quests too unless they feel relevant to the mian plot. There's just too many, and - whilst some are utterly superb, original & bang on - the filler ones drag them down too.

Overall I feel that had they trimmed this game by around 35%, quests & world size, and added some extra NPCs who just helped build the RPG feel it would have been far better. I could see why they wanted to expand TW2, but this has gone waaaaaay too far for me. I hate GTA 5 & Assasins Creed, and the fact that TW series has started walking that road is a shame.
 

Joccaren

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Danbo Jambo said:
I'm just in Novagrad now and, whilst I agree it's better, it's also helped me figure out what is killing the game as an RPG for me - to me it's a sandbox game. Basically, every NPC you can interact with has a marker or comes via a quest, and that just KILLS any real RPG feel for me.
Eh... That's kind of the opposite of a sandbox then. Sandbox is about letting you run around and do what you want, non-sandbox tends to make you follow the quest markers without the freedom to do what you want. I'll agree TW3 is partially sandbox, but not for that reason. That's more a convention of non-sandbox RPGs.

As for NPCs and quest markers... I really don't see much different in most games. DA:O, Skyrim, Mass Effect, KotOR, TW2... Almost every character with dialogue was a part of some quest or other, or otherwise a barkeep, merchant, or minigame player. There were one or two there to give tips in an in-lore fashion too, but most generic NPCs in all the games had the briefest of brief interactions, if any. It comes with the territory of CRPGs. Its also a fairly reasonable non-sandbox game design choice, where you will generally want to direct players towards the content, rather than hide it and frustrate them by making them run around for a while trying to find this cool quest they'd heard about.

And not every worthwhile interaction comes with a marker. Most do, but some of my favourite and most brilliant parts of the game have come around from just finding some place where an interesting side quest took place, or doing an investigation as a part of what seems at first to be a normal quest.

The whole game feels more like Assasin's Creed than it does TW2/DA:O etc and, because of how it's so mathmatically & predictably setup, I just don't find myself paying attention to anything else around me. I just look at the minimap and run towards the next objective as I know everything worthwhile is quest related, so just avoid the rest. But that avoidence still takes time and interferes with my enjoyment.
Honestly, I did the exact same thing in TW2 and DA:O. Most, if not all, games these days are mathematically and predictably set up, because if they're not it tends to frustrate people. Some more exploration focused games do exist, but generally you want people to be able to find and experience the content they want to enjoy, rather than have to alt-tab constantly for online walkthroughs to its location.

Those dialogue options are far less fun than TW2 too. TW2 wasn't perfect, but I've lost count of the amount of times I may have well not been presented with any options.
By and large this is because Geralt is a pre-written character. Much like you don't choose the dialogue choices of Allistair when he's in your party in DA:O, you don't choose everything about what Geralt says. He gets some choices in some situations to reflect the different sides of his character, and give the player some agency, but he will always be Geralt, and sometimes there are just things he will or won't do, or ways that he will react to a situation because of his character. And that's part of roleplaying too. I mean I guess they could have given you multiple options and a DM that says "No, you can't say that, that's not what your character would do" when you pick the wrong one, but that would probably annoy and confuse more than help.

Still ploughing through, still semi enjoying it, still coming across occasional bit of brilliance, but said brilliance is just so damn thinly spread now. Current rating would be 7/10.
Eh, it may not be the sort of game for you then, but not because its open world. Its an RPG where you're playing an already made character, and thus end up railroaded at times, and its story focused rather than map exploration focused - you're guided to where the story content bits are, rather than told to go find them. If anything, these complaints don't sound like it isn't focused enough, but like its too focused for your tastes - outside all the damn ? marks that really need to just get removed from the game. And that's something I'm also rather getting annoyed at these days - the focus on making things very upfront and basic and requiring minimal thought, rather than actually giving the player a mental challenge; just reflex ones. Exploration-based games are on the decline, and by that I don't mean big open world sandboxes with lots to see in them but markers for where everything is and no real exploration required to advance, just mashing the Attack button at enemies in some kind of quest I'm looking at you bloody Skyrim... Ahem. But exploration games in the sense of having the player look around the world, discover things for themselves, and then use that knowledge to progress, rather than quick reflexes or grinding. But that's a different problem to the open world rise, and its a problem becoming endemic to society as a whole; TV shows will explain what just happened on screen in case you didn't get the subtle signals being sent, as will movies. Darth Vader's infamous added "Noooooooo" in Ep 6 exemplifies this. Some say what's the harm, but its often insulting, and doesn't engage me as much as more natural actions would.

It sounds like the perfect storm of not quite what you'd like, which I'm getting a feel of being exploring the world, rather than exploring the map. And thankfully some games like that do still exist, but yeah, they're getting rarer, and its not likely to be the AAA industry that asks its players to think and solve puzzles to progress. As said, its different to the open world issue, but its another shift that's been happening for a long time sadly =/
 

sXeth

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Kerg3927 said:
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.
I think I posted here already about it, but yeah. The problem seems to be less in the open world (which has been in RPGs for decades now), and more in the bleeding in of MMO mechanics.

Empty terrain stretches (in MMO, to save on server load), fetch quests, "collect twenty bear asses" quests, respawning dungeon instances, level scaling loot, even some stuff like mining and crafting systems. All of these are mostly being shifted in to try and cash in off the MMO craze since post-WOW. OF course, in an MMO, many of these are justified by the technical limits of server loads, or balanced out by the social experience taking some precedent over deep story based gameplay.

When you transition these elements to a single-player experience though. It becomes a repetitive slog without much to hook people in. Even worse if you push for "vastness" by making quests artificially span the map a la Bethesda's Radiant system. (Really, the only reason you need Fast Travel in Fallout/Skyrim is because they started just dropping quests randomly all over the map without rhyme or reason or flow). Then you just end up slogging through the same empty space again and again, becoming numb to any scenery to simply follow the arrow (or watch the loading screens while fast travelling)
 

Gethsemani_v1legacy

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Seth Carter said:
Empty terrain stretches (in MMO, to save on server load), fetch quests, "collect twenty bear asses" quests, respawning dungeon instances, level scaling loot, even some stuff like mining and crafting systems. All of these are mostly being shifted in to try and cash in off the MMO craze since post-WOW. OF course, in an MMO, many of these are justified by the technical limits of server loads, or balanced out by the social experience taking some precedent over deep story based gameplay.
I think the simple reason that they exist in single player games is that these MMO-features are much simpler to make. Instead of making a medium sized area full of features (which DA:O did a lot) you make a massive area with the same amount of features spread out over it (which DA:I did a lot) in order to wow people with scale without having to increase the actual workload. Instead of handcrafting loot for dungeons or encounters you create a bunch of loot tables that can be applied anywhere, which cuts down massively on the final stage overpasses. Instead of giving out side quests from interactable NPCs that can be questioned about exposition, you have an NPC spouting one liners when giving/ending the quest to cut down on voice work, risk of scripting errors etc..

What all these time savers end up doing is that they also make the game feel detached and empty. The Witcher 3 proved that even small touches like making side quests start and end with an actual conversation and interspersing the open world with interesting features makes all the difference when compared to the soulless open world that was DA:I.
 

wings012

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My issue with most open world games, not necessarily RPGs specifically is how they are basically linear games. You just chopped up a completely linear game and scattered it across an open world. So now I get the walk to each part of the linear game and when those segments activate, I'm forced to play turbo linear. Nope follow the guy, follow him tight or gameover. Can't leave it halfway without gameover. Can't decide how I want to bloody tackle it. Get locked into a boss arena.

Some games make an effort of trying to integrate the open world shenanigans into the core game, like Shadows of Mordor. To progress the main game you have to do some orc turncoating and stuff, but it still falls into the trappings of the usual open world shenanigans. Still has some very activity based shit and there's all the tower climbing and flower picking. Still I think it is a step in the right direction and hopefully someone takes it absolutely further where there's some kind of core gameplay element revolving around the open world instead of still having to count on going to quest markers and getting locked into completely linear play segments. Like there's no mission crap and you just win when you've dominated every orc warlord.

In that case, why even fanny about with a bloody sandbox. Give me a tailored linear experience instead instead of wasting my time having to navigate to different parts of it.

If the sandbox is fun though, it is less of an issue somewhat. GTA and Saint's Row is open to much shenanigans and arguably you just wanna finish the main plotline to unlock all the shenanigans for maximum shenaninanananess.

People like to say ROLE PLAYING for open world games. When they don't really allow you to roleplay that much. It's just a less focused experience and the roleplaying is all in the player's head. There's really not that many choices to define your character in most RPG sidequests. Just do the damn thing, get it over with. I have a friend who refused to join the Thief's Guild and Dark Brotherhood in Skyrim cause roleplaying. More power to you if you like doing that, but in my eyes you're just locking yourself out of content that doesn't really impact the game world a whole lot.

This does present a dilemma to me though. I hate it when a game locks me out of content and I have to play the game again to experience just small parts cause of choices. But I also hate it when choices are just bloody shallow with no consequences.

For me the perfect marriage of Open World and Linear would be something like Deus Ex or Dishonored. It's still linear and level based, but there's still choices to be made, approaches to choose from and no hand holding back pushing prescripted nonsense.

I still enjoy a Beth game every now and then. It's just comfortable, if not particularly fulfilling ultimately. Going through my lists, building myself up to be the turbo badass god of death. But I wouldn't want to play that sort of game consecutively. I still can't be arsed to bother with FO4's DLC or modding it for extra value. Probably something I'll do a few years down the line when I get another craving and the next TES is still nowhere to be seen.