U know "sex"What do you mean by 'open'?
How so?
http://www.gamestar.de/spiele/the-witcher-3-wild-hunt/artikel/the_witcher_3_wild_hunt,49062,3082308,3.htmlThe griffin leaves: When we have brought down its life bar far enough it fled to a windmill. And Geralt? He could pursue it directly, but we let the witcher meditate for the moment. Not in order to swallow self-brewed potions, because now you could do that directly during the fight. But meditating cures the witcher's wounds - unless you use the highest difficulty level.
Fully recovered we initiate the showdown - which isn't really plausible. Thanks to the adjustable meditation time we could leave Geralt sitting around for a whole day - and nevertheless we`d find the griffin at the windmill waiting for us. Either the creature is really patient or damn stupid. Shortly after we arrived it was nothing but dead anymore. We won.
Yes, but there is a certain mistake in comparing the short stories in the books with quests in an openly designed games. 'A book is always a 100% predefined story, carefully composed around "interesting" actions, encounters and dialogues. They are enjoyable because of this perfectly executed and predefined composition.Let me tell you my point of view. While I think the previous Witcher games are masterpieces as their own I allways missed some aspect of the books. The short stories showed me how Geralt lives normally when he is not an let's say "epic quest" like in the novels. He is just moves to town to town searching for contract and so on. I wanted to experience this, and I think in TW3 I will be able to do this.
I very strongly disagree. This is only ONE form of immersion. People actually have at least two different ways to feel empathy in games and therefore immersion: being and caring. Roleplaying in your own mind is usually attributed to the former. Personally, I'm much more influenced by the latter one. I'm not Geralt but I care about him. I try to keep him alive and "dirigate" him through his story. But I don't really roleplay anything in my own mind. That's probably the reason why I can't fully enjoy sandbox gameplay and games like Skyrim in which people usually tell that they "make their own stories". That's not how I play games in general, and RPGs in particular. I play games like that to follow a certain storyline but with interactive elements. That's why I loved the previous Witcher games. They concentrated on storytelling with gameplay always strongly connnected to quest and the overall plot. Freedom was limited and I've enjoyed that. So while you probably enjoy that typical open world feeling because it caters to your "being" interest, I fear it because it possibly takes away from my "caring" interest...Sure thing, I am interested in the main plot as well, but I want to rolelplay as a witcher and explore the world. They will allow me to pretty much make my own story when I am not doing the main plot.
I think a RPG game is not all about well made skill tree or just on the story and characters, all of this requires a good amount of immersion and ofcourse the player is needed as well. If you cannot roleplay in your mind the story and the characters won't make it so.
Ahem, I wouldn't call a game divided into acts and distinct levels for each act "open world"...I think Witcher 2 was open world(minus epilogue and prologue),because you had utmost freedom of exploration and quest choice in each area you went to.
Exactly.Ahem, I wouldn't call a game divided into acts and distinct levels for each act "open world"...
Witcher 2 was actually a typcical hub-based RPG. That doesn't mean that you have no freedom at all and it's clearly not a linear "corridor" game. But classic RPGs like Baldurs Gate 2 were basically the same and nobody really calls them "open world"....
Of course you can make your very own definitions for yourself but that's not how the majority of people use these terms and definitions.
I believe the Griffin example is being able to meditate & heal while the griffin just waited around for you. In reality, if Geralt was to meditate for an hour lets say, the Griffin should not be there anymore, it should have flown off rather than waiting around to be killed.@Scholdarr I don't understand, what does the griffin example mean?
If that's the case, then I don't see why this "problem" is exclusive to open world games. Just like you said, this can happen in any linear game too, and in former Witcher ones at that.I believe the Griffin example is being able to meditate & heal while the griffin just waited around for you. In reality, if Geralt was to meditate for an hour lets say, the Griffin should not be there anymore, it should have flown off rather than waiting around to be killed.
There is the possibility this was an intentional part of the prologue/tutorial section, the point was to fight the Griffin as part of your training to learn the games combat mechanics before moving on to the open world.
CDPR have said on multiple occasions in the past that some quests may be timed, therefore inaction will lead to an outcome. Its possible post prologue Griffin encounters do not wait around for Geralt to catch up.
This is a game after all, bound by rules implemented by the developers, not every gameplay situation can be predicted.
Never tested it, but I'd wager in the Witcher 2 if you went to the bridge every hour of the day, the Troll would be there regardless of the time. That wouldn't make sense either, he would have to leave to eat, sleep etc.
You can pick at every game if you want to.
Again, I don't understand how's this a bad thing which is "exclusive" for being open-world?(question to @Scholdarr). You can easily come across similar situations in W1 and W2 so how the heck does open-world takes away from your immersion for following the story? Are you being forced not to follow the main path? Is the living breathing world around you bothers you much?I believe the Griffin example is being able to meditate & heal while the griffin just waited around for you. In reality, if Geralt was to meditate for an hour lets say, the Griffin should not be there anymore, it should have flown off rather than waiting around to be killed.
There is the possibility this was an intentional part of the prologue/tutorial section, the point was to fight the Griffin as part of your training to learn the games combat mechanics before moving on to the open world.
Well it's was not Scholdarr's argument initially, he is on one side with us here saying and acknowledging that is happened in TW2 as well and therefore is not exclusive to open world games. At least that is how I understood it. The argument came from someone else some pages ago.Again, I don't understand how's this a bad thing which is "exclusive" for being open-world?(question to @Scholdarr). You can easily come across similar situations in W1 and W2 so how the heck does open-world takes away from your immersion for following the story? Are you being forced not to follow the main path? Is the living breathing world around you bothers you much?
edit: hah @eliharel beat me to it![]()
Indeed. Of course the same can happen in linear games (at least if they offer some freedom). But the chance that it happens get bigger with more freedom. If you give the players more freedom the complexity of the quest structure and quest outcomes clearly rises. In a truly linear game '(like a typcial "corridor shooter", think CoD in SP) you can actually prevent that by scripting everything that happens, at least to a certain extend (if you actually play against the way the designer made the game you can as well "break" immersion, e.g. by just standing still without progressing...). In an open world game quest structure can easily become that complex that you simply have no chance as a designer to prevent immersion breaking by "unbelievable" situations, either due to financial or skill reasons. So you have to make compromises and the more freedom you give to players, very likely the bigger the compromises in terms of believablity and immersion.Well it's was not Scholdarr's argument initially, he is on one side with us here saying and acknowledging that is happened in TW2 as well and therefore is not exclusive to open world games. At least that is how I understood it. The argument came from someone else some pages ago.
I was specifically answering to those who said that "that could happen in a linear game as well".You told this already with different words and we told you that this was THE challenge that CDPR's decided to face. So what's your point? Are you saying this is hard to make? or is it impossible to? To what end?
I don't believe anyone in the gaming industry. Not because I don't like them or because they have a bad track record but because the gaming industry is a too insecure and temporal business to justify any form of belief. So I rather talk about basic game design and how it works than believing in mere words or people who promise us to develop the jack-of-all-trades RPG. There WILL be compromises, you can be sure about that.I read and watched a hundred interviews and they always talked about how have they been trying to do it/done it. What they said is believable to someone who's familiar with CDPR, yet it is also incredible(simply put: managing the content based on which order the player tackles them in a game this big) but this will redefine the RPG if successful, or it'll raise the bar significantly. Yes, we'll have to play and see but obviously most of us believe in them, which is why I think about the numerous times I'll play this game, each time with a different angle of approach to the story instead of thinking about the possibility of failure.
Can't argue with this. But I think, and got the feeling from the devs that this will be an improvement to the story aspects as well. Besides, yes the most important thing for them is story and we saw they've done it well in cRPGish environment then in action RPG environment and why not in open-world environment as well? CDPR's not known for "a type" of RPG game, they've made only two games mostly different from each other and they had to rewrite the engine in the first game and write their own engine in the second. Based on this I think they started W3 development easier than the first two games and we yet to see their full potential.So my biggest fear is that the story aspects won't be improved from Witcher 2 but tuned down in order to get open world and exploration. That's I compromise I personally don't value, sorry, and that's why I talk about it here.