Personally, I found this more disappointing than AI or physics. With those things, I can understand: maybe people working on it ran out of time, or were just too inexperienced for the job.
But CDPR's approach to how they integrate and allow player to interact and discover content in an open world game feels very outdated, "lazy", and uninspired.
They seem to miss the whole point: it's about the sense of adventure, mystery, feeling like you're a "stranger in a strange land", and giving the player enough freedom and agency feel like s/he in a control of this journey.
That is one thing that Bethesda understands really well and is a key reason for massive popularity of their games: after the tutorial dungeon section, you always land on a vista, whole world is in front of you...and then you're free to discover things on your own.
Levelled loot/enemies makes exploration restrictive and linear, fixers constantly calling player strips game of sense of agency, immersion and discovery, and main story very early pushes false sense of urgency: CDPR seems to hate entire reason people play open world games to begin with.
Since 2015, video games have moved forward in direction of more "hollistic", immersive design ( large influence came from Souls series), and even very popular mainstream games like Zelda or RDR II, are designed this way without suffering negative impact on sales. Even Ubisoft, Grandmother of UI clutter And Handholding, have moved in this direction.
CDPR, unfortunately decided to stay behind, and despite some improvements, feels far more outdated than Witcher III was ( in 2015).
There are so many things that could have been done better.
Imagine how much better, and more popular ( in retention of player base), the game would be if open world was designed this way:
- After lifepath prologue, you meet Jackie in Tom's diner, and two of you, lowly mercs with no repution and in need of eddies, try to look for work
- World map is fully cleared/"clean": your only points of interests are places like prominent nightclubs, Afterlife, etc
- Two of you first go and visit Afterlife: but you're thrown out. Then visit Regina: but she refuses to hire you ( as she's never heard of you), but points you to a few lowly fixers, like Kirk, for some small time work
- You can also visit a few other places that offer some work and act as "quest hubs": journalist agency ( detective style quests, with focus on uncovering crimes), local netrunner group ( heavily focused on hacking), black market/"thief guild" ( stealth and crime), local NCPD branch ( doing some "off the record" work for cops), etc. Later on, as you gain more rep, you can join Max Tac, rockerboy band or Trauma Team.
- You can visit those places to receive handcrafted quests, or can access random/repetitive side activities through your phone( for example: by tuning into NCPD frequency, the game will notify you of nearby crime activities).
- This would give the player much more "immersive"/sense of control of accessing content and better pacing with quests
- You also receive unique rewards by progressing through quests and increasing reputation with your guild: unique cyberware, gear, perks
- For fixers, first you need to visit them, introduce yourself, and after doing a few smaller/easier jobs and proving yourself, you can ask them ( on phone or in person) for specific types of missions ( hitman, stealth, etc)
- And no levelled loot/enemies means almost entire game world is fully accessible post prologue: difficulty is more a combination of player perks, gear and cyberware vs. enemy stats/weaknesses and abilities ( instead of extremely simplified level vs. level). Some enemies ( corporates, or Animals, Voodoo boys) are tougher than others, but you can hugely adapt to this with specific type of cyberware and weapons