So why do you even write here? What's your motivation? All you say here is that you think you're smarter than everyone else in a true Sokratian way while you miss that you just take part in the same discussion, the discussion which you declare pointless here. But hey, I don't think that I can change the game myself. I just talk about it. That's called (cultural) criticism or less abstractly just reviewing a video game. It's not meant to change anything.Sorry you miss my point. I can care. I can hate things. What I can't do is change them. My only option is to buy or not buy their game. This is a really basic concept. I've purposely not said if I like it or not. My personal taste should not influence you and your personal taste shouldn't influence me. CDPR did not completely mislead like you horror vs romantic comedy implies. I understand you used that hyperbole to try to enhance your point.
And you're wrong. They did mislead me because they didn't deliver on their core promises. They didn't deliver on core elements of the type of game they wanted to make. You don't seem to see that. Ok. But I do. Maybe because I have just different priorities in gaming? Maybe because I play a game like Witcher 3 for reasons that a more or less different to yours?
I've pointed out in great detail why the situations with Ciri are no choices here (in the way they are used in "video game language" in respect to choice and consequence mechanics). I've made a pretty clear distinction between choices and calculations and I've explained the difference in great detail. You basically just ignore my definitions or explanations for the terms I use but you dare to criticize them nevertheless. Sorry, but I don't know wha to say about that anymore. It's just pointless to discuss that any further if you refuse to go into what I actually said in the first place.OK you are trying to make a statement of fact that the last third of the game had no or very few choices and consequences. That is incorrect. There are 5 choices surrounding Ciri alone that have profound consequences. This completly wrecks your assertion. You may not agree with the choice but to state there are none is inaccurate. To claim otherwise requires you to cite the number of choices in the first and second third of the game that fit your criteria. I will continue to call people out on this as it is simply not true. You're hating the choice doesn't mean it doesn't exist.
But ok, I'll try it one more time. A choice in RPGs (and general in game design) is a situation in which you don't just decide based on logic and calculations. A choice is ambiguous, it doesn't feature a clear right or wrong that can be assumed before the situation itself. A choice usually creates or provokes player agency, the feeling that you have both freedom and impact on how the game (and the narrative) plays out. Usually a narrative choice consists of elements of morality because that's what creates personal engagement, tension and "drama". It's the ingredient which makes choices "hard" and immerses the (RPG) the player further into the narrative, thinking about ones actions and its possible consequences. That involves a lot more than mere calculatios. It's much more emotional than rational. Of course that definition is not cast in stone. People can have different definitions and perceptions. That's the one I use here and that's the reason why I don't count these situations as "real" choices. They don't create much agency. They don't feel like they have a significant impact and they don't impose a hard (the choice itself, not the possible consequence!).
So no, my assertions are not "wrecked". They follow a consistent way of thinking and argumentation. It's just that you have to actually read and go into what I write instead of using your own terminology for criticizing my points.
Of course you compared a video game to a book but anyway. A discussion seem to be pointless since you seem to think that talking about narrative elements in video games is pointless, while you make no differentiation at all between the plot, game and narrative design and corresponding mechanics like choices and consequences. I still don't understand why you write anything here then. What do you want to prove? That everything I say here is pointless because it's "just" my personal taste, my personal disliking? Is it that? Or what is it? I really want to know because that pretty much determines if I'm willing to discuss with you here any further (or if my time is too precious for that, sorry)...Please gain some reading comprehension. I NEVER compared the game to Harry Potter. Go reread what I wrote. Prove me wrong. I compared a person's reaction and ability to change the game to a person's ability to change Harry Potter. Please stop these fallacies of argument.
And just by the way, nothing of what I've written in this whole thread was writtenunder the assumption that I had the "ability to change the game". That was never the point of anything I've written. It's not important for anything I've written. It's a completely different topic that I didn't cover anywhere here.