Kerg3927 said:
Commanderfantasy said:
Admittedly TW3 does fall victim to the Fallout 4 situation in which you have to save someone, yet are easily distracted by card games, and helping minor people for little reason other than to be a nice guy. But I'd take that situation in a well-written form, than the poorly written "you are the most important person on the planet, go pick my fucking flowers" situation.
It's the same flaw, just better masked by CDPR. It's an
inherent design flaw in massive open world RPG's, IMO. Sprawling map space means more sidequests to fill that space, which
necessarily detracts from the urgency of the main story. They compete against one another.
Which is why I prefer RPG's with smaller, more confined worlds. Games that achieve a balance between main story and side content and thus preserve the urgency of main story. Games like DAO, DA2, and ME1-3. Bioware had the perfect formula, IMO, and they were the best in the world at what they did, but they threw it all away, presumably because they saw Skyrim's ridiculous sales figures and felt pressure (from EA) to emulate it.
It's an outdated design flaw.
Something I think the developers of these open world games don't seem to understand, is that just because you have the space, doesn't mean you have to make every square inch important. And certainly the old school questing system of: talk to npc and get quest, go do quest, return to npc for reward: is a waste in an open world environment.
The Witcher does something pretty great that you can only really experience if you turn off the HUD. In normal gameplay, you can go to a quest board in town and have a shit load of question marks bukaki all over your map. However all of those "?" are always in the world, so if you just decided to go wander around the woods, you would organically come across bandit camps, monster nests, treasure hunts, and the like, all without ever having to deal with the back and forth you get form npc side quest givers. Now TW3 doesn't do this perfectly, and there is certainly areas in which the system can improve.
For example, what if the game procedurally generated side content on the fly from a pool of possible situations? The main quest can still be a directing guide of the player to have a direction to go, but the side content they experience is completely random and sudden. Let's say that the player is making a delivery through the woods from one town to another for a main story reason, but on the road the game triggers a side quest event where a woman in distress bursts onto the trail from the woods, and the player sees her get captured by black figures on horseback and they ride off into the woods. Now the player can follow these enemies and try to save the woman, or they can ignore it and move on to continue the main quest. Later down the road they can be ambushed by men from what appeared to be the same group of black figures, adding to the story of the woman who was taken (if the player ignored her), or perhaps the game randomly decides that there isn't a woman and these figures attack the player outright.
By not littering the map with checklists, the developers can create situations that organically lead players to cool parts of the world. Shows that treasure and adventure lies all over, if they care to look for it and that the game is more than it's core plot line.