LOL. They will be damned they don't make a great game, we'll be damned if they do. But yes, similar concerns here about the open world vs story balance.I'm really interested in how they are going to do open-world and story-driven. Everything like that to date has been pretty weaksauce. GTA had a story -a nd a rather good one, I've liked them all so far since GTA 2 - but the world wasn't terribly affected.
Skyrim..no. Please, just no. I mean, great world, but dead. And the story was bland. As usual. fun to romp around in, but I didn't feel driven to finish it. And I didn't.
Witcher 1 and 2 - very compelling to play through. So much that 2's sudden end left me empty and weeping. WEEPING. But the world, as Slim says, was rather intimate. I.e. small.
I kind of hope they DON'T come up with an absorbing open world that has a solid story, lots of fun Witcher-style sidequests and some sort of heuristic AI that changes the world as things happen.
Because I value my family and friends and don't want to get trapped in NighT City until I die.
As a side to how 'borders' could be enacted, there is the idea that Night City, for all its deprivation is actually a haven in a barren wasteland. And geographicaly close to the sea. ArmA maps actually have no strict limits, just proceedurally drawn borders that go on till you fall asleep, perfect for a Mil Sim but if combined with gated districts it shouldn't be difficult to 'cage' players while providing an outward view of sea, or wasteland or endless corporate crops etc.


