Iwasdrunkbro wrote...
1: The world around you is dead.
The main reason why games like Oblivion do so well is because there is a living, breathing world that is open to the player from the moment the disc loads up. It keeps the game interesting and makes people want to actually go out and explore this virtual world to see just what it holds. Humans by our very nature are curious and that thirst needs to be sated to keep people entertained longer than what is permited or even designed by the developers.
Whether or not the world is dead depends on how dynamic or static it is. It has little to do with whether the game's overworld is seamless or not (in Oblivion, dungeons and settlements are not a seamless part of the overworld).
Rockstar doesnt have the writers that Bioware does (yes thats a compliment)... but nor should they! They have mastered their own little niche and really paved the way for games like Oblivion, Fallout 3 and New Vegas. How so?
GTA III was released in 2001. Elder Scrolls Arena and Daggerfall were released in 1994 and 1996.
GTA 3 was really the game that gave Rockstar the name that they have today. Its equal to what Doom is to Call of Duty when talking about an open world "sand box" game. Why was it so successful? Because it gave the player, really for the first time, the freedom to break off from the main story of a game and do whatever the heck they wanted.
No, there were plenty of games before that let you do that to varying degrees. Many of them make GTA III seem like a scripted corridor shooter in comparison.
2: There is NO Freedom!
Depends on the design, and not on whether the overworld is seamless or not.
We play Bioware games because of the seemingly endless outcomes that any one decision could have on the world around us. Bioware, much like Rockstar, has become masters of their niche. The dialogue system that they use is unique to them and a few other very poorly designed RPGs.
BioWare's games don't have "seemingly endless outcomes," and there is nothing unique about choosing responses from a list.
Regardless, the point is there is only so much FREEDOM that those choices can include. For instance, you have maybe 4 possible outcomes for any given dialogue yes? Well, what happens when the player has exhausted those 4 options (which many players do on a single play through by reloading saves)? In an open world he/she would go out and explore.. but if you're still using a system that doesnt allow that the game is basically done until DLC or mods are introduced.
What happens when the player has explored every area? And why exactly do you think exploration is impossible in a game where the overworld is not seamless?