They are games which advertise themselves as highly plot focused, and yet the genre has absolutely no affinity for story telling. Imagine if you will that Empire Strikes Back was an open world RPG. The plot would shift very quickly from "Han Solo makes a frantic retreat from imperial forces" to "Han Solo takes his time to mine all the minerals he sees on route through the asteroid field, he will exit just as soon as he's done filling his inventory" Yo see how it completely kills the pacing of the dramatic and thrilling story line, right? Well that is how I see games like witcher and dragon age. they try so hard to tell good story, but they fill themselves up with so much nonsense and its a bit of a drag.
I find the open world genre for games like witcher 3 and inquisition questionable...
#1
Posté 27 février 2015 - 11:23
#2
Posté 27 février 2015 - 11:32
Try not to judge The Witcher 3 until after it's been released. Supposedly there won't be fetch quests.
Besides open world is fun.
#3
Posté 27 février 2015 - 11:35
"Han Solo takes his time to mine all the minerals he sees on route through the asteroid field, he will exit just as soon as he's done filling his inventory" Yo see how it completely kills the pacing of the dramatic and thrilling story line, right?
You are describing an issue that occurs in literally every video game that doesn't rely exclusively on cinematics or linear scripted sequences. Player urgency and player agency are opposing ideas and very very few developers manage to get it right for fear of alienating casuals. It is not an open world problem at all. It's a game design problem.
Also, you cannot imagine story sequences where the player is disconnected from the open world at all? Pretty much every open world game that tries to have a compelling narrative has sequences like that.
- EarthboundNess, X Equestris, SnakeCode et 1 autre aiment ceci
#4
Posté 27 février 2015 - 11:37
open world world is only as fun as its gameplay. the whole reason GTA is such a fun opel world is because it's filled with fast cars, biks and big trucks to go runing everyone off the road, or chucking grenades out the window. If thats not fun for you then you can do minigames or fly a helicopter, or do street racing.
#5
Posté 27 février 2015 - 11:40
open world world is only as fun as its gameplay. the whole reason GTA is such a fun opel world is because it's filled with fast cars, biks and big trucks to go runing everyone off the road, or chucking grenades out the window. If thats not fun for you then you can do minigames or fly a helicopter, or do street racing.

For you.
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#6
Posté 27 février 2015 - 11:40
You are describing an issue that occurs in literally every video game that doesn't rely exclusively on cinematics or linear scripted sequences. Player urgency and player agency are opposing ideas and very very few developers manage to get it right for fear of alienating casuals. It is not an open world problem at all. It's a game design problem.
Also, you cannot imagine story sequences where the player is disconnected from the open world at all? Pretty much every open world game that tries to have a compelling narrative has sequences like that.
Every one? Does that include Half-Life 2? It has puzzles. Other games like Binary Domain and Mass Effect 1 get the balance right I think. They're essentially just a linear corridor shooter, but it has short intermissions between corridors where you can talk to people, equip yourself and choose your squad.
#7
Guest_Catch This Fade_*
Posté 27 février 2015 - 11:47
Guest_Catch This Fade_*
I don't think the negatives that are poor plot pacing are exactly so prevalent in open-world games because they're open world. That happens because the mechanics implemented within them tend to give the player something to do off the story-beaten path.
#8
Posté 27 février 2015 - 11:48
You are describing an issue that occurs in literally every video game that doesn't rely exclusively on cinematics or linear scripted sequences. Player urgency and player agency are opposing ideas and very very few developers manage to get it right for fear of alienating casuals. It is not an open world problem at all. It's a game design problem.
Also, you cannot imagine story sequences where the player is disconnected from the open world at all? Pretty much every open world game that tries to have a compelling narrative has sequences like that.
Every one? Does that include Half-Life 2? It has puzzles. Other games like Binary Domain and Mass Effect 1 get the balance right I think. They're essentially just a linear corridor shooter, but it has short intermissions between corridors where you can talk to people, equip yourself and choose your squad.
Exclusively may have been a step too far, but thanks for confirming my argument.
The point I am making is that player agency and player urgency are ideas that conflict with one another, and that is not a problem that affects open world games specifically, but all games that attempt to bring significant player agency outside of linear sequences.
Mass Effect 1 is actually a pretty bad example btw. I'd say Mass Effect 2's suicide run is easily the best example of player agency and player urgency working together to provide the best story experience that BioWare's ever done.
I mean your mineral harvesting example can apply to Mass Effect 1 in almost a direct 1-1 literal sense.
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#9
Posté 27 février 2015 - 11:51
You should have grabbed one of these shields before attacking both Inquisition and Witcher 3:

- blahblahblah aime ceci
#10
Posté 27 février 2015 - 12:01
You should have grabbed one of these shields before attacking both Inquisition and Witcher 3:
Inquisition is a mediocre game, and Witcher 3 isn't even out yet. So it's not about those games. The premise of the argument is just wrong.
Also, good shield. Those Roman Scutums are just about the best looking shields in history IMO.
#11
Guest_Catch This Fade_*
Posté 27 février 2015 - 12:10
Guest_Catch This Fade_*
You should have grabbed one of these shields before attacking both Inquisition and Witcher 3:
Is it flame proof though?
- leighzard aime ceci
#12
Posté 27 février 2015 - 12:12
I didn't find this game a true open world game like say Skyrim, this game more reminds me of a themepark MMO..
And open world games i tend to get lost, get bored and move on..
#13
Posté 27 février 2015 - 12:30
#14
Posté 27 février 2015 - 12:39
Inquisition is a mediocre game, and Witcher 3 isn't even out yet. So it's not about those games. The premise of the argument is just wrong.
Also, good shield. Those Roman Scutums are just about the best looking shields in history IMO.
I don't know. In +60 hours I've played inquisition half of it seemed like fetch quests which were better than Skyrim's. Plot missions were good though. Those related to Templars, Wardens, Fade, Corepheus, Tevinter & Venatori and Orlais Throne.
#15
Guest_simfamUP_*
Posté 27 février 2015 - 01:00
Guest_simfamUP_*
That's cos CDPR hasn't handled it.
#16
Guest_TrillClinton_*
Posté 27 février 2015 - 02:50
Guest_TrillClinton_*
It's a design con. When you make an open world model, to make it seem live you have to accompany it with a bunch of quests around the area. To fit the genre, these quests are usually numerous and spread across various regions in the area. The fundamental question comes into play, "carefully crafted missions, sgallo automation like the radiant system or easily implementable missions?" Well now you have a boat problem. You can spend your whole day making it perfect, but if you do not ship it, it's useless. The first one is usually the toughest.
Second one of automated systems is the worst one of the bunch. Don't get me wrong, creating missions at run time is an amazing idea, might even save open world games. Only problem is that automated quests are usually shallow because they do not have the human element of crafting that story.
The third one is the easily implementation. Easy implementation is favorable. "Pick 5 goats from area b." Would give less problems.
Skyrim tried 2 and 3 byt the only beef I have with them is the lack if world reactivity, dragon age dud 1 and 3. Rockstar is usually the first one.
I really do not think every model should take on open worlds, I personally think it is gimmicky
#17
Posté 27 février 2015 - 02:53
Err... where did you find this "inside info" on the quest design for Witcher 3?
#18
Guest_Catch This Fade_*
Posté 27 février 2015 - 03:02
Guest_Catch This Fade_*
Err... where did you find this "inside info" on the quest design for Witcher 3?
By making an assumption based on the knowledge of other open-world games' quest design of course.
#19
Posté 27 février 2015 - 06:03
Exclusively may have been a step too far, but thanks for confirming my argument.
The point I am making is that player agency and player urgency are ideas that conflict with one another, and that is not a problem that affects open world games specifically, but all games that attempt to bring significant player agency outside of linear sequences.
Mass Effect 1 is actually a pretty bad example btw. I'd say Mass Effect 2's suicide run is easily the best example of player agency and player urgency working together to provide the best story experience that BioWare's ever done.
I mean your mineral harvesting example can apply to Mass Effect 1 in almost a direct 1-1 literal sense.
What about games like Majora's Mask and Dead Rising that feature both player agency (sort of) and urgency in an open world environment? The player has agency in how they want to explore and use the time but there is also a sense of urgency due to the time limit you have to accomplish things, would be a good starting point to explore how to add a sense of urgency to an open world game.
#20
Posté 27 février 2015 - 06:03
Really, TW3 will probaly be lots of fun to play, but I'm far more concerned for the writitng if anything. Moving to a more cliche save the world and moving away from heavy politics like TW2 is a bad move right from the start, add true open world and the fact this is CDPs first jab at it, I'm extremely worried for the overall writing quality. I'm not holding my breath that it will even come close to TW2.
#21
Posté 27 février 2015 - 06:06
I did not realize TW3 was based around a save the world type plot, I thought Geralt had more personal reasons for tracking down the hunt? Of course if you have heard things about the plot that I have not KEEP IT TO YOURSELF as I have been trying hard to avoid Witcher 3 spoilers, not even watching gameplay footage or trailers
#22
Posté 27 février 2015 - 06:09
I did not realize TW3 was based around a save the world type plot, I thought Geralt had more personal reasons for tracking down the hunt?
Wild Hunt is threatening the world.... That is classic save the world right there. Whatever Gerelts reasons are is moot, we are still moving away from heavy politics, the thing that make TW series interesting in favor of such a thing. Add true open world ala not zones like DAI and there is a big cause to be wary of the writing quality.
#23
Posté 27 février 2015 - 06:21
Wild Hunt is threatening the world.... That is classic save the world right there. Whatever Gerelts reasons are is moot, we are still moving away from heavy politics, the thing that make TW series interesting in favor of such a thing. Add true open world ala not zones like DAI and there is a big cause to be wary of the writing quality.
We shall have to wait and see, I don't think being open world necessarily has a negative effect on writing however I do find myself wondering how TW3 will manage keeping a sense of scale if they truly are making the game fully open world, personally I would rather see the Witcher 3 use world zones rather than go fully open world but we will just have to wait and see how they handle it.
That said with how much I enjoyed the Witcher 2 I am willing to give CDProjekt the benefit of the doubt.
#24
Posté 27 février 2015 - 06:35
Wild Hunt is threatening the world....
Really? All I saw was a human looking figure dressed up in a suit that looked to be made of metal or something. The king of the wild hunt looked more ghostly as I remember, so what happened to make it go from the ghostly apparition I knew in Witcher 1 to the humanoid in armor as seen in trailer of this new game?
#25
Posté 27 février 2015 - 06:39
Really? All I saw was a human looking figure dressed up in a suit that looked to be made of metal or something. The king of the wild hunt looked more ghostly as I remember, so what happened to make it go from the ghostly apparition I knew in Witcher 1 to the humanoid in armor as seen in trailer of this new game?
Play the Witcher 2 and you will find the answer you seek at the end





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