No big surprise but nevertheless a bit sad.... I've expected them to cut back consequences after they announced Witcher 3 to be open world with huge seamless regions. That's what you get when you decide to go open world. You trade in storytelling possibilities, tension, pacing and especially consequences for some more exploration...
I'd phrase that differently. They trade in
certain storytelling possibilities, certain tension, certain pacing - for
other storytelling possibilities, etc. Not sure if this is what you meant; I get the impression from your post that according to you, the more linear a story is \ the less a story branches, the less meaningful it is to the player. The less compelling it is.
I feel that some of the best stories in games are linear and involve no significant player choice. It closes off some routes for the devs, but opens up others - the ability to tell their story, consistently, without interruptions and without "what if"s that might not be that interesting.
Not that I think TW3 will be linear.
Well said. They talked about it in some of the interviews how some quests are time sensitive.
Due to the open nature of the world, if someone asks you to do something urgent but you get too distracted and wonder off far away, that should count as a choice too and the game should react to it. I don't know how they handle this in the game, hopefully they handle it well. Life shouldn't stop for NPC's just because they're waiting for you do to something, and the quest is in your quest log for half the game.
I couldn't find the interview, but I remember that in a recent one Jose (I think) was asked about timed quests, and he answered that while there might be a few, in general they don't want to make the player feel rushed and so we'll be able to go through it at our own pace.
Yup. TW2 was amazing, especially when you played it the second time and discovered how much you just didn't KNOW from the first playthrough. But I can totally understand why that particular approach wouldn't work so well on TW3.
I would hope that one of the key things is (often) that you don't find out for a long time what the consequences are for any decision, and that sometimes you don't find out until you've finished the game and go and read the wiki to see what you missed. This was one of the strengths in both of the earlier games, and really helped with replay value. You should be able to go back to an earlier savegame and see what would have been different, but you should be discouraged from doing that until you've finished based on your current decision.
Agreed. One of the things I loved about the branching narratives was how it changed your perspective on things., such as with...
There are probably other examples I can't remember off the top of my head. That was certainly the biggest one.