Moondoggie wrote...
Andarthiel_Demigod wrote...
bussinrounds wrote...
RPGs where go anywhere you want in some crappy 3D gameworld, and the rest is UP TO YOU
How is that bad thing, if you get enough motivation through dialogue and cutscenes what's so bad about an open world, it actually extends the lengthg of the games, done right and it can be quite immersive. Sure beats some linear gameplay where you have to do this and that to progress and you've got no other choice.
The problem is that you have no direction or storyline to follow, A good story needs a begining, middle and end and for characters to grow and change with the story. Open world games do away with all that you get some vague begining and then you'll spend the next 120 hours wandering around some empty land looking for the next town to get the next 10 pointless sidequests. The only reason it extends the legnth of games is because you spend so much time doing nothing trying to find places so you have something to do.
I prefer a game where effort has been put into the story and the characters over than just creating a huge gameworld where you can wander mindlessly killing animals and finding towns with wooden characters who all essentially tell you the same mind numbing crap.
Sorry but endless fetch quests are not my idea of fun.
True, they're a little unconvential plot-wise but in their defence the main quest usually does have the three act structure. And :doing nothing" is a bit of an overexaggeration IMO. I don't know which ones you've played but that's hardly the experience I've had with them. The characters thing is arguable, different games have different qualities and of course some may not have characters and dialogue as a strong point(but others might) and the same thing can be said for linear games too.And not all open world games have endless fetch quests either(that's more of a bad MMO trend more than anything) and it also differs between each game(the DB questline in Skyrim is a good example of this, def no fetch quests in that one).