Since Skyrim many devs seem to believe that RPGs need to be "open world" in a similar sense, with big maps and free exploration, but obviously it does not always work out well (ugh, DA:I and fetch quests). Just finished "The Witcher 3" (I hope I don't get into trouble mentioning that on a BioWare forum
) and it has a very interesting quest structure:
1. Obviously there are the main quests that tell the main story line, which makes up a big portion of the game (depending on how much time one spends exploring, maybe 30%?). Those are basically linear, with the only choice being the order in which the player completes the ones that can be unlocked concurrently. The strong and engaging main quest is IMHO a strong improvement over the rather lame one in Skyrim, which quite a few players did never finish, it would seem (including some who really liked the game and spent 100+ hours with it).
2. There are optional side quests that are connected to important NPCs, which influence the main quest and the story arc of the related NPC. Obviously there is a default for each that kicks in if the player does not finish the quest.
3. There are optional side quests that tell little stories about the world and its people, but without linking back to the main story line. Completing them may or may not unlock later events and quests.
4. There are special quests (special to the universe of the game) that are bascially little stories that lead to a special boss fight as a climax.
5. Then there is of course the open world with random encounters and fights.
6. There is an entirely optional mini game (a card game) which is quite interesting, which the player can enrich by finding new cards during exploration and quests.
There are a few concepts that I like, which I would like to find in ME:Andromeda:
a) Categories 1-3 are similar to ME1 and ME2, which I liked. Category 2 was missing in ME3 and category 3 was pretty boring, compared to the main quests.
b I don't know if category 4 could make it into a ME game, but knowing that these (optional) quests lead to interesting boss fights will certainly interest some players. ME3 basically skips the boss fight concept entirely, which I am pretty neutral about, but others are probably not.
c) Category 5 is the least interesting part, IMHO, although it is really nicely done in the game I am referring to (some reviewers say it is one of the best). But story-free, interaction-free, running around with random fights does not appeal to me (I'm sure others will disagree). The armax arena in the Citadel DLC in ME3 did a fantastic job of enabling lots of interesting fights for those interested in this. No open world needed. Comparing the amount of work and money that has to be invested in this category, the ROI seems doubtful.
d) I don't like minigames, especially when they disrupt the action and flow of a mission (I'm shooting and running to get to...oh, wait, I first have to solve a little minigame to get some credits from a wall safe, thanx ME2). This is not a problem when the mini game is optional and does not need to be done during quests/missions.
Finally: There are no fetch quests. None. No, really. No planet scanning either.
I hope some employees at BioWare have the time (and their bosse's approval, if necessary) to play that game, to make up their own mind, and that it is not too late for ME:Andromeda to incorporate some of the aspects that really work well. What do you think?





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