Yep, agreed.Whats overlooked is that there are also some advantages to an open world. In the previous games you would only get to see the wider effects of your decisions as a blurb in the epilogue since each act moved on to an entirely new location. With the open world they've talked a lot about being able to return to the places and see the effect of decisions/deeds first hand.
Maybe I'm not recalling TW2 well enough, but I wonder sometimes if the consequences aspect is a bit over-romanticized here. I still don't see how TW2 has an advantage in main missions over the open world design. Because that's the thing here. The "freedom problem" is mostly about side quests, because them you can do at whatever order you want. Not so with the main storyline. Its progression is still linear. They don't need to calculate an infinite amount of world states based on what you took what mission, because the world state is affected by main storyline decisions - just as it was in TW2 - and those missions have a one-direction progress.
Furthermore, in TW2 you truly tasted the changes to the world you caused only for brief periods of time before moving on to the next chapter, to mostly forget about what you did. And I don't recall TW1 or TW2 having side quests with significant consequences. I just skimmed through this list of TW2 side quests, and I don't see how anything here might suffer, seriously suffer, from the transition to open world. I also can't recall how side-quests affected the main storyline in a serious, note-worthy manner. So this, again, is another way in which doing them at whatever order you want, in an open world game, shouldn't be an issue. Not one that I'm comprehending.
I'm not trying to be snarky, by the way. I'm honestly not understanding the issue.
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