Side quests in TW3 are a repetitive routine of pressing X to WITCHER SENSE and follow tracks
This is one of the more offensive dumbed-down-for-kids aspects in TW3
My approach to the game is once I got out of the little prologue with Vesemer, I started the main story-line, then went adventuring after finding Triss (won't get into the disappointment over that). I like to adventure and explore in an open world (hats off to CDPR for the fast track and the various modes of traveling). I set off to the unknown on the hope that the adventuring would lead to some role-playing opportunities that would later impact the main story-line. Needless to say I am thus far rather disappointed there. But I'm digressing.
What I wanted to say is your statement, that is one of my biggest gripes about TW 3. Witcher sense and how it takes every iota of challenge from the side-quests. None are investigations or even discovery so much as following a GPS (this in relation to scents and tracks). Tedious and boring. I just don't get how Witcher sense ever went beyond the discussion phase. Needless to say, assuming I ever play TW 3 a second time, I won't be repeating a majority of these quests and will probably go with the mod New Game+ to avoid having to do enough side-quests to get to a hearty enough level in order to complete the main story-line. Now, doing a cheat like that sucks, but I just can't fathom another play through with "Use your Witcher Sense to..."
I understand not every side-quest in an open world can be meaningful, challenging, or even require a minimum of intelligence, but I think it would have been better had CDPR come up with a more challenging way of handling side-quests and avoided the formula they have so over-used. Maybe wiser to have introduced far fewer side-quests on the initial release and focused on a few that actually meant something, then maybe release DLC that includes unimportant side-quests and important ones that impact the main story-line and add to the role-playing component (as it is, role-playing opportunities border on non-existent). This might have freed up the resources to address certain issues (continuity, balancing, and better execution), provided an additional revenue stream, and added replay value for gamers.
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Good post. TW series will never resemble TW2 in terms of content quality. There is a good reason for that - the game can't be controversial anymore. Devs simply can't afford to offend some people with their creativeness if they want their product to sell well. We are living in a world where the quality of content is judged by the number of sold copies and views on youtube. Masses got no taste nor judgement. In utilitarian world your opinion is equal to any ignorant retard - be it 12 year old boy, SJW, lgbt crowd - that can afford to buy the game. Deal with it, art is dead when you step in Skyrim/ Avatar territory.
TW 2 sold, what, 3M copies. I'd say that's pretty good for a game that lasted only 30 hours. Me, I maintain TW 3 would have sold without the dumbing and taming down and argue that TW 3 owes its success in large part to the buzz created by TW 2 and RedEngine 3 rather than castration and streamlining.
Too bad CDPR buckled when on the precipice of greatness. They might have proved your statement wrong that art and quality are defunct.