Well, in regards to that particular quest, it's Celene's party. Neither you nor Corypheus are in actuality determining when that quest takes place. The threat is only as immediate as Celene's calendar makes it. It might be announced several months in advance for all you know and all you're doing when you choose to pursue the quest is fast-forwarding time to the date of the event.
Thing is, I could spend years of in game time doing nothing and the party would still never happen until I chose to make it happen. If it's supposed to happen at a particular time, it should happen at that time regardless of what I am doing. Either I get there by that time, and I'm in position to stop the assasination, or I decide I'd rather collect elfroot, and Celene dies. Yes, that would mean the need to implement a time tracking system in game, but that would hardly be a bad thing.
So that I'm not just being negative, I'll put forward a rough idea of what I'd prefer. Loosely speaking, there should be three generic types of situation that you'll be in with regards the main plot in a "story driven open world" type game:
a - You don't know what the big bad is up to. You've got agents off searching for information and are likely doing much the same yourself. This is a perfect chance to explore the world, discover more deatils about the big bad's plans, collect allies, complete subquests and so on. Eventually, after a certain amount of time (likely modified somewhat by the amount of information has been collected), the plot will move on.
b - You know what the big bad is doing, you have leads, there's stuff you can do to oppose him, but there's nothing that demands immediate attention. At this point, you have to make a trade off. If you want, you can strike immediately against the enemy. Or if you want, you can continue to explore and gather strength, but remember that your foe will be doing the same - the longer you wait, the stronger their forces will be. Leave it too long, and bad stuff will happen, but there'll likely be quite a lot of leeway.
c - Something is happening at a specific time (possibly immediately). Either you go there at that time, or the event happens without you and you have to live with the consequences.
What I'm looking for in a game like DA:I is an immersive world. One where I feel like I'm playing as a person in that world. If the world doesn't move without me wanting it to do so, if I am in control of events, then I'm no longer just a person, I'm a God. And that massively breaks immersion for me.
People often talk about wanting "freedom" and "choice" in RPGs. Now, I don't want to take those things away, or stand in the way of more being added. I want players to have the freedom to have their character do what they want (within reason). I want them to be able to chose how their character acts. I just want there to be consequences to those choices. If you want to roleplay an Inquisitor who would rather smoke every bit of elfroot in Ferelden instead of stopping the Elder One, go ahead. You just might find that Thedas has itself a new god...
(made a few edits to what I wrote as I felt I hadn't explained everything well enough)
Modifié par PhroXenGold, 17 février 2015 - 12:58 .