I don't want a set of chores, daily shower, personal hygiene, whatever you feel obligated to do every day. Once fine, after the 3rd time it becomes a chore.
Neither do I. But it is those little interactions (voluntary) that, if peppered all over the game (where they fit), that make it interesting beyond being ”just” an open world game. And better yet, if there are some RPG mechanics involved so that it is not simply ”being able to do”.
Narratively it makes the character more relateable. It's those little touches and moment that add a lot to character IMO.
While that is certainly true to an extent, I don’t think it overpasses the sensation of being able to do it yourself (if you want to) - with that little carrot there to make those actions worth anything, that is.
Not everything the player character does has to be mechanic-centered or player controlled. That them breath a little, it adds a lot to the player's investment in the character IMO.
I don’t think cutscenes that are out of the players control add to the investment, compared to doing it yourself by choice. It is a different sensation, but... nevertheless.
I think where ever it is possible, the player should absolutely be the one calling the shots on whether or not to do or say anything.
It enhances the sense of ownership of the PC, and the narrative side comes along through.... ”you” adding those little touches to ”your” story.
As Su said, I sincerely doubt we'll see that every day. Keep in mind the quests shown take place "near the beginning of the game" according to the demo narrator. In that scene I got the sense of confident (almost cocky) but also somewhat disaffected, a little bit lonely maybe ... unfulfilled? The camera drawing back across the room to show all the cool things we have in the future, but the complete alone-ness. I think the TPP scene gives you more of that sense than it could be done in FPP.
I’m quite certain we will see those kinds of little snippets throughout the game quite enough.
I don’t mind the sort of camera-drive that does an initial showcase of a place, but once V gets up, before anything’s done, I do think the control should be regained.
The sort of ”personal drama” that is (if the viewer interprets it like that - and that is important) projected through those scenes, can well come by other means.
And I would very much prefer, if I could present loneliness, thoughtfulness, disaffection, what ever, through dialog, or some other means of personification that I myself choose (that are possible with voiced protagonist and the scope of the game) for ”my” character.