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Should TW3 have been like the previous two titles? No open world?

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S

Scholdarr.452

Banned
#21
Dec 9, 2014
Finnway said:
They said they wanted to make TW2 open world but didn't have the technology to do it at the time. This isn't something they're doing "just because." It's the direction they've wanted to take the series all along.
Click to expand...
It's still not something everyone has to like...

Also it's fine to have high goals. But you also have to deliver on them. The problems arising from huge open worlds - especially for storytelling and story pacing - in RPGs are well known and nobody really solved them so far so just wanting to have open worlds isn't enough. But maybe they trade in storytelling for open world like Bioware did recently, who knows? Anyway, it's just a direction and a set of priorities I personally dislike. W1 and W2 were extraordinary and awesome because they only offered limited worlds/levels. The result was a dense, atmosphere, consistent storytelling. That doesn't mean that I play games just for that. But it means that this is important for me. Differently put: if I wouldn't value that I could just continue playing Skyrim instead...
 
Last edited: Dec 9, 2014
B

BethesdaWare

Rookie
#22
Dec 9, 2014
Open world is the only way to go. The trend between TW1 and TW2 was going that way. It was inevitable TW3 would only be larger. I don't want a slightly upgraded TW2. I want an entirely new TW experience that innovates in as many was as possible on the previous formula. That's how you continue to pioneer in this industry. CDPR has the right design philosophy.
 
P

pavliczech

Rookie
#23
Dec 9, 2014
I also think, that they have problems with transition to huge open world. I replayed witcher 2 at least 10 times on each path (i am not kidding) and i still play the game - mostly arena now. Witcher 2 is just a great game, because it is so dense and you can always do something. It has great atmosphere, great dialogues, great quests. If they plan to deliver the same, or even better gameplay in open world, it will be problematic. To answer OP´s question: i would not mind it being, like witcher 2, but with at least 2 more acts.
 
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Y

Yasakani

Rookie
#24
Dec 9, 2014
Scholdarr said:
It's still not something everyone has to like...

Also it's fine to have high goals. But you also have to deliver on them. The problems arising from huge open worlds - especially for storytelling and story pacing - in RPGs are well known and nobody really solved them so far so just wanting to have open worlds isn't enough. But maybe they trade in storytelling for open world like Bioware did recently, who knows? Anyway, it's just a direction and a set of priorities I personally dislike. W1 and W2 were extraordinary and awesome because they only offered limited worlds/levels. The result was a dense, atmosphere, consistent storytelling. That doesn't mean that I play games just for that. But it means that this is important for me. Differently put: if I wouldn't value that I could just continue playing Skyrim instead...
Click to expand...
I don't see why it can't be open and still have good storytelling. If you're talking about side quests distracting from the main quest, I think that's more of a personal preference. If you like the main quest, you would follow through with it and do less side quests which will feel more like W2.

I for one, would rush straight to Yenn if that's a possibility in the beginning. Then I would take a break from the main story to focus on leveling and exploration. Then probably off to find Ciri or go straight to Skellige to find/play as Hjalmar. I dictate the pacing and the characters I want to interact with, instead of forced toward one of the paths.

I think CDPR will do a great job at making the story interesting enough that you wouldn't want to do any side quests. I think most will try to find Ciri, like in the 30 min. trailer. I like how Ladies of the Woods and Johnny made the quest to find Ciri that much more interesting. The pacing seems fine to me, if not, better than W2 IMHO.

And I think they should leave the end game to feel more opened and sandbox like Skyrim.

W3 will be opened like Skyrim but has a purpose. When I startup Skyrim, I have no fucking idea what to do or what I want to do. In the W3 it starts out with a story where you have a purpose of finding Yennefer. There's a purpose to explore the lands while in Skyrim, wtf.

We'll have to wait and see, but the demo seems good to me already...
 
S

Scholdarr.452

Banned
#25
Dec 9, 2014
yasakani said:
I don't see why it can't be open and still have good storytelling. If you're talking about side quests distracting from the main quest, I think that's more of a personal preference. If you like the main quest, you would follow through with it and do less side quests which will feel more like W2.

I for one, would rush straight to Yenn if that's a possibility in the beginning. Then I would take a break from the main story to focus on leveling and exploration. Then probably off to find Ciri or go straight to Skellige to find/play as Hjalmar. I dictate the pacing and the characters I want to interact with, instead of forced toward one of the paths..
Click to expand...
Too much freedom makes story pacing extremely difficult, especially if you want to create a lifelike, immersive world. You cannot dictate story pacing yourself, you can only dictate what you want to do and that's actually the problem.

Take for example Dragon Age Inquisition (spoiler alert!): quite soon after the prologue you get the information that the life of the Orlesian empress is in danger and that somebody wants to kill her. In a more directed, linear narrative it would be quite clear that you should try to save her ASAP, at least if you don't have to do something even more important. But with its open world approach you can basically spend days and weeks with visiting different regions and areas and doing side stuff without caring about that main mission. But you still have to do it someday, there is no time trigger in the background and the empress get killed if you don't try to save her ASAP. There's the big discrepancy in story pacing. It's just extremely unrealistic and unimmersive to have literally every time of the world to progress in the narrative. Another level of this discrepancy is the balancing and game difficulty. For the mission to save the empress you get a short information that you should have met a certain experience level to probably have enough power and skills to got on. What's the problem with that? Well, you are somehow forced to break story pacing and go out exploring, doing other stuff, and at the same time you are also kind of forced to not doing too much of it because if you reached a level that is much higher than the recommended one the main narrative is just an easy cakewalk without any tension in combat/gameplay anymore.

Balancing is the biggest issue in open world games anymore. Devs followed different approaches to cope with that in the past but all have their weaknesses. One solution is to make your open world more an illusion than an actually free world by locating high level enemies in areas you don't want the player to explore early in the game. That way you actually create a kind of linear game because - if properly done - the player just have no chance against certain enemies. Good examples for that approach are games like Gothic 1/2 or maybe Divinity Originl Sin. A requirement for that solution is that you get significantly stronger during the game and that each new experience level is quite substantial. In DA Inquisition for example that doesn't work properly. Most of the regions in the world can be visited by mid-level characters without bigger problems (at least on normal difficulty). A benefit of that solution is that story pacing stays pretty much intact since you enjoy a quite linear experience anyway. There isn't a big issue with time critical tasks or emotional storytelling with tension here. The biggest "problem" is - like I've said before - that it's not really open world but more or less just an illusion, at least if you connect open world with "freedom" instead of just having a "seamless" world without loading times. Another solution is to make leveling enemies like in TES Oblivion That way enemies stay always challenging for the player, no matter how he progresses. But of course that leads to quite irritating situations in which you fight as a high class char who just managed to kill the main enemy of the game against some extremely powerful rats or other animals. It also doesn't solve problems with story pacing and time critical tasks.

Back to Witcher 3: if you take a look at the overall story it's pretty clear that the Wild Hunt is searching for Ciri to be able to invade the Witcher world and that Yennefer is also in danger somewhere in Nilfgaard. So the story already has a time critical premise from the very beginning. "Taking a break and doing side stuff" is imo just unrealistic and unimmersive because if Geralt really cared about his loved ones he wouldn't do so. If you want to tell an emotional story full an tension and a proper arc of suspense you just have to limit freedom how the player progresses. A strong, emotional, consistent story is always a pretty "linear", directed experience (which isn't a big surprise given the fact that books and movies are 100% linear, predefined stuff) in terms of time constraints (I don't mean the variety of choices here). Of course you can say that players who love a consistent story could just ignore all exploring and all side missions. But then there is again the problem with balancing (and CDPR already confirmed that leveling enemies are not planned). For which player type do you balance your game? For the story-only players? Then your main narrative will be far too easy for people who do exploring and side stuff. For the exploration type player who has no interest in following the main story? Then your main narrative will be far too difficult for people who only want to enjoy the story. Of course you could also try to find a middle way but that's very difficult and probably leaves even more people unsatisfied. Then you could make different experience levels so marginal that it isn't much of a difference but that way you also undermine your RPG focus pretty heavily. In that case you could just make an action adventure in the first place (sth like Assassin's Creed) without any significant player progression involved.

Imo Witcher 2 was a pretty well done combination between story pacing and direction and still a certain sense of exploration and freedom. The quite limited regions or hubs weren't completely linear but they were also small enough to never lose story focus completely. At the same time the story was properly directed in several acts with changing region hubs (you couldn't go back to Flotsam once you entered Act 3 for example). While not limiting the player compeletey in his freedom you always had a certain sense of story progression. And the pretty limited region hubs together with the predefined act structure also solved most of the balancing issues because you couldn't choose yourself where to travel in the world. Of course the devs didn't know how much side quests you did in the previous level/map but at least it was a far more manageable range of player experience and levels to handle than for example in much more "open" or less directed open world games like Skyrim or DA Inquisition.

My personal biggest hope is that Witcher 3 will be similar to Gothic 2. Significant player progression between various experience levels and restricted player freedom by clever enemy location. I know that that way open world isn't very free, it is more about the illusion of freedom but it would solve lots of my personal worries about story pacing and direction and also about balancing. That approach is basically more like the traditional "hub based" open world approach (like the Infinity engine games or Witcher 2) in which you are free to do side stuff but only in limited areas. While these areas were limited by level borders in hub based games you could still do a similar thing in a seamless open world game by this clever enemy location. You just have to make sure that the respective enemies are hard enough to really kind of put the player off (think of the Orcs in Gothic 2 for example, it was pretty impossible to fight against them until you reached a cerain level).
I just don't think that this is what most modern players today expect when they hear "open world". Instead they expect a more or less completely open Skyrim kind of open world in which you can do whatever you want for most of the time you spent in the game.
 
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D

dasega

Senior user
#26
Dec 9, 2014
Journey_95 said:
Its obvious that they are having problems I think going open world was a bit too much for them
As a fan of the previous two titles I would have been more happy if they just remained like that in their style and not added a big ass open world
We would probably be playing TW3 already...And I mostly care about the story and characters (with good gameplay sure) and not about endless open world like skyrim

I'm really worried about the game
What do you think? Anyone else here for the story and pissed off because of the delays for open world
Click to expand...
NO
 
L

Ljesnjanin

Forum veteran
#27
Dec 10, 2014
Scholdarr said:
Too much freedom makes story pacing extremely difficult, especially if you want to create a lifelike, immersive world. You cannot dictate story pacing yourself, you can only dictate what you want to do and that's actually the problem.

Take for example Dragon Age Inquisition (spoiler alert!): quite soon after the prologue you get the information that the life of the Orlesian empress is in danger and that somebody wants to kill her. In a more directed, linear narrative it would be quite clear that you should try to save her ASAP, at least if you don't have to do something even more important. But with its open world approach you can basically spend days and weeks with visiting different regions and areas and doing side stuff without caring about that main mission. But you still have to do it someday, there is no time trigger in the background and the empress get killed if you don't try to save her ASAP. There's the big discrepancy in story pacing. It's just extremely unrealistic and unimmersive to have literally every time of the world to progress in the narrative. Another level of this discrepancy is the balancing and game difficulty. For the mission to save the empress you get a short information that you should have met a certain experience level to probably have enough power and skills to got on. What's the problem with that? Well, you are somehow forced to break story pacing and go out exploring, doing other stuff, and at the same time you are also kind of forced to not doing too much of it because if you reached a level that is much higher than the recommended one the main narrative is just an easy cakewalk without any tension in combat/gameplay anymore.

Balancing is the biggest issue in open world games anymore. Devs followed different approaches to cope with that in the past but all have their weaknesses. One solution is to make your open world more an illusion than an actually free world by locating high level enemies in areas you don't want the player to explore early in the game. That way you actually create a kind of linear game because - if properly done - the player just have no chance against certain enemies. Good examples for that approach are games like Gothic 1/2 or maybe Divinity Originl Sin. A requirement for that solution is that you get significantly stronger during the game and that each new experience level is quite substantial. In DA Inquisition for example that doesn't work properly. Most of the regions in the world can be visited by mid-level characters without bigger problems (at least on normal difficulty). A benefit of that solution is that story pacing stays pretty much intact since you enjoy a quite linear experience anyway. There isn't a big issue with time critical tasks or emotional storytelling with tension here. The biggest "problem" is - like I've said before - that it's not really open world but more or less just an illusion, at least if you connect open world with "freedom" instead of just having a "seamless" world without loading times. Another solution is to make leveling enemies like in TES Oblivion That way enemies stay always challenging for the player, no matter how he progresses. But of course that leads to quite irritating situations in which you fight as a high class char who just managed to kill the main enemy of the game against some extremely powerful rats or other animals. It also doesn't solve problems with story pacing and time critical tasks.

Back to Witcher 3: if you take a look at the overall story it's pretty clear that the Wild Hunt is searching for Ciri to be able to invade the Witcher world and that Yennefer is also in danger somewhere in Nilfgaard. So the story already has a time critical premise from the very beginning. "Taking a break and doing side stuff" is imo just unrealistic and unimmersive because if Geralt really cared about his loved ones he wouldn't do so. If you want to tell an emotional story full an tension and a proper arc of suspense you just have to limit freedom how the player progresses. A strong, emotional, consistent story is always a pretty "linear", directed experience (which isn't a big surprise given the fact that books and movies are 100% linear, predefined stuff) in terms of time constraints (I don't mean the variety of choices here). Of course you can say that players who love a consistent story could just ignore all exploring and all side missions. But then there is again the problem with balancing (and CDPR already confirmed that leveling enemies are not planned). For which player type do you balance your game? For the story-only players? Then your main narrative will be far too easy for people who do exploring and side stuff. For the exploration type player who has no interest in following the main story? Then your main narrative will be far too difficult for people who only want to enjoy the story. Of course you could also try to find a middle way but that's very difficult and probably leaves even more people unsatisfied. Then you could make different experience levels so marginal that it isn't much of a difference but that way you also undermine your RPG focus pretty heavily. In that case you could just make an action adventure in the first place (sth like Assassin's Creed) without any significant player progression involved.

Imo Witcher 2 was a pretty well done combination between story pacing and direction and still a certain sense of exploration and freedom. The quite limited regions or hubs weren't completely linear but they were also small enough to never lose story focus completely. At the same time the story was properly directed in several acts with changing region hubs (you couldn't go back to Flotsam once you entered Act 3 for example). While not limiting the player compeletey in his freedom you always had a certain sense of story progression. And the pretty limited region hubs together with the predefined act structure also solved most of the balancing issues because you couldn't choose yourself where to travel in the world. Of course the devs didn't know how much side quests you did in the previous level/map but at least it was a far more manageable range of player experience and levels to handle than for example in much more "open" or less directed open world games like Skyrim or DA Inquisition.

My personal biggest hope is that Witcher 3 will be similar to Gothic 2. Significant player progression between various experience levels and restricted player freedom by clever enemy location. I know that that way open world isn't very free, it is more about the illusion of freedom but it would solve lots of my personal worries about story pacing and direction and also about balancing. That approach is basically more like the traditional "hub based" open world approach (like the Infinity engine games or Witcher 2) in which you are free to do side stuff but only in limited areas. While these areas were limited by level borders in hub based games you could still do a similar thing in a seamless open world game by this clever enemy location. You just have to make sure that the respective enemies are hard enough to really kind of put the player off (think of the Orcs in Gothic 2 for example, it was pretty impossible to fight against them until you reached a cerain level).
I just don't think that this is what most modern players today expect when they hear "open world". Instead they expect a more or less completely open Skyrim kind of open world in which you can do whatever you want for most of the time you spent in the game
.
Click to expand...
Excellent post.
My personal biggest hope is that Witcher 3 will be similar to Gothic 2.
Click to expand...
And this was my first thought when they announced W3 as open world game...
 
M

MacGruber.408

Rookie
#28
Dec 10, 2014
Making a game open world for the first time is like making an MMO. Lets put that into perspective. Everything in the open world has to happen at certain times and a lot of data is being processed during gameplay. Bethesda did a good job with their open world RPGs , maybe CDPR has taken notes on what to do and what not to do with an open world game. (skyrim did good , but mostly bad things IMO, basically a fallout new vegas with different meshes and textures). +
 
A

AvengerGrim

Senior user
#29
Dec 10, 2014
CDPR want to make a story driven open world, we can say "oh most open world games don't do story very well" as much as we want, thing is, most open world games don't actually focus on the story, CDPR didn't came out and said "we want to make The Witcher 3 an open world game" and that's it, they did say that they not only wanted to make an open world game but also one without compromising the story aspect, in that regard I am totally confident that they can do it.

As for the technical aspect, well, as it already been said, we can't possibly judge if it's "too much" for them until we actually play the game, the delays, to me, only tells that they were maybe too confident in their ability to finish the game at the date they originally fixed, not that they can't do it!
 
T

Thothistox

Senior user
#30
Dec 10, 2014
I would not have minded at all if they didn't do a fully open world. If it were up to me I'd make a game with the production values of TW2 and the length of TW1. That would have been more than enough. What they're trying to do is very hard, and the many discussions on this forum have pointed that out. It's very hard to balance an open-world game and keep it driven by the story. Even if that's not the reason for the delay, it still adds to the complexity of the software and makes everything else harder.
 
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ONLY_ONCE

Rookie
#31
Dec 10, 2014
I'm not worried one bit, they got this in the bag. Open world is the way to go, I feel this game will be great. I hope they share with us the making of TW3 dvd from start to finish, in a 3 hr dev diary video that comes with the game.OK maybe not 3 hrs but at least 2hrs with bloopers at the end. I want to see their reactions through these rough spots. Ha! What if the games done already, and the real delay is cuz they need more time to finish hand painting them awesome CE sculptures. Jk jk..lol
 
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SageFox.326

Rookie
#32
Dec 10, 2014
ONLY ONCE said:
I'm not worried one bit, they got this in the bag. Open world is the way to go, I feel this game will be great. I hope they share with us the making of TW3 dvd from start to finish, in a 3 hr dev diary video that comes with the game.OK maybe not 3 hrs but at least 2hrs with bloopers at the end. I want to see their reactions through these rough spots. Ha! What if the games done already, and the real delay is cuz they need more time to finish hand painting them awesome CE sculptures. Jk jk..lol
Click to expand...
Agree with this.
 
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dasega

Senior user
#33
Dec 11, 2014
Scholdarr said:
Too much freedom makes story pacing extremely difficult, especially if you want to create a lifelike, immersive world. You cannot dictate story pacing yourself, you can only dictate what you want to do and that's actually the problem.

Take for example Dragon Age Inquisition (spoiler alert!): quite soon after the prologue you get the information that the life of the Orlesian empress is in danger and that somebody wants to kill her. In a more directed, linear narrative it would be quite clear that you should try to save her ASAP, at least if you don't have to do something even more important. But with its open world approach you can basically spend days and weeks with visiting different regions and areas and doing side stuff without caring about that main mission. But you still have to do it someday, there is no time trigger in the background and the empress get killed if you don't try to save her ASAP. There's the big discrepancy in story pacing. It's just extremely unrealistic and unimmersive to have literally every time of the world to progress in the narrative. Another level of this discrepancy is the balancing and game difficulty. For the mission to save the empress you get a short information that you should have met a certain experience level to probably have enough power and skills to got on. What's the problem with that? Well, you are somehow forced to break story pacing and go out exploring, doing other stuff, and at the same time you are also kind of forced to not doing too much of it because if you reached a level that is much higher than the recommended one the main narrative is just an easy cakewalk without any tension in combat/gameplay anymore.

Balancing is the biggest issue in open world games anymore. Devs followed different approaches to cope with that in the past but all have their weaknesses. One solution is to make your open world more an illusion than an actually free world by locating high level enemies in areas you don't want the player to explore early in the game. That way you actually create a kind of linear game because - if properly done - the player just have no chance against certain enemies. Good examples for that approach are games like Gothic 1/2 or maybe Divinity Originl Sin. A requirement for that solution is that you get significantly stronger during the game and that each new experience level is quite substantial. In DA Inquisition for example that doesn't work properly. Most of the regions in the world can be visited by mid-level characters without bigger problems (at least on normal difficulty). A benefit of that solution is that story pacing stays pretty much intact since you enjoy a quite linear experience anyway. There isn't a big issue with time critical tasks or emotional storytelling with tension here. The biggest "problem" is - like I've said before - that it's not really open world but more or less just an illusion, at least if you connect open world with "freedom" instead of just having a "seamless" world without loading times. Another solution is to make leveling enemies like in TES Oblivion That way enemies stay always challenging for the player, no matter how he progresses. But of course that leads to quite irritating situations in which you fight as a high class char who just managed to kill the main enemy of the game against some extremely powerful rats or other animals. It also doesn't solve problems with story pacing and time critical tasks.

Back to Witcher 3: if you take a look at the overall story it's pretty clear that the Wild Hunt is searching for Ciri to be able to invade the Witcher world and that Yennefer is also in danger somewhere in Nilfgaard. So the story already has a time critical premise from the very beginning. "Taking a break and doing side stuff" is imo just unrealistic and unimmersive because if Geralt really cared about his loved ones he wouldn't do so. If you want to tell an emotional story full an tension and a proper arc of suspense you just have to limit freedom how the player progresses. A strong, emotional, consistent story is always a pretty "linear", directed experience (which isn't a big surprise given the fact that books and movies are 100% linear, predefined stuff) in terms of time constraints (I don't mean the variety of choices here). Of course you can say that players who love a consistent story could just ignore all exploring and all side missions. But then there is again the problem with balancing (and CDPR already confirmed that leveling enemies are not planned). For which player type do you balance your game? For the story-only players? Then your main narrative will be far too easy for people who do exploring and side stuff. For the exploration type player who has no interest in following the main story? Then your main narrative will be far too difficult for people who only want to enjoy the story. Of course you could also try to find a middle way but that's very difficult and probably leaves even more people unsatisfied. Then you could make different experience levels so marginal that it isn't much of a difference but that way you also undermine your RPG focus pretty heavily. In that case you could just make an action adventure in the first place (sth like Assassin's Creed) without any significant player progression involved.

Imo Witcher 2 was a pretty well done combination between story pacing and direction and still a certain sense of exploration and freedom. The quite limited regions or hubs weren't completely linear but they were also small enough to never lose story focus completely. At the same time the story was properly directed in several acts with changing region hubs (you couldn't go back to Flotsam once you entered Act 3 for example). While not limiting the player compeletey in his freedom you always had a certain sense of story progression. And the pretty limited region hubs together with the predefined act structure also solved most of the balancing issues because you couldn't choose yourself where to travel in the world. Of course the devs didn't know how much side quests you did in the previous level/map but at least it was a far more manageable range of player experience and levels to handle than for example in much more "open" or less directed open world games like Skyrim or DA Inquisition.

My personal biggest hope is that Witcher 3 will be similar to Gothic 2. Significant player progression between various experience levels and restricted player freedom by clever enemy location. I know that that way open world isn't very free, it is more about the illusion of freedom but it would solve lots of my personal worries about story pacing and direction and also about balancing. That approach is basically more like the traditional "hub based" open world approach (like the Infinity engine games or Witcher 2) in which you are free to do side stuff but only in limited areas. While these areas were limited by level borders in hub based games you could still do a similar thing in a seamless open world game by this clever enemy location. You just have to make sure that the respective enemies are hard enough to really kind of put the player off (think of the Orcs in Gothic 2 for example, it was pretty impossible to fight against them until you reached a cerain level).
I just don't think that this is what most modern players today expect when they hear "open world". Instead they expect a more or less completely open Skyrim kind of open world in which you can do whatever you want for most of the time you spent in the game.
Click to expand...
Well said I enjoyed Gothic 3 a lot and really got into W3 after I red there will be no enenemy lvl scaling which can completely destroy experience as it is simply unrealistic, G2 had excellent balance between main story line and free explorations. You really had to make some effort to advance but the best thing was you could make it in many different ways the biggest fun for me was to get legendary sword in some forgotten ancient catacumbs by outsmarting bunch of skeletons I wouldn't normally be able to kill on low lvl and then go against orcs wit this sword and defeat them even that were few lvls up. G2 gave me sense of adventure, achievement and realistic progression that really is the key to get completely involve into the game. Skyrim for instance even if it had massive open world in my opinion comes nowhere near to G2 simply because after 10 min you are able to kill dragon (with practically no effort), which supsed to be terryfaing legendary beast you would expect to defeat at the end of the game after days of preparation, collecting epic armour, weapon etc. OK you make teenage console audience happy running around killing dragons like rodents but that's good for children for whom playing Dragon Dogma or COD makes no difference. To make us hardcore fantasy fans interested in the game require different approach and I am delighted CDPR as probably only one developer out there that understands that.
 
Last edited: Dec 11, 2014
M

minicrom

Senior user
#34
Dec 11, 2014
I think that CDPR is really trying to conciliate freedom and awesome storytelling. And it is going to be okay. I believe in that game. Maybe too much^^
 
Garrison72

Garrison72

Mentor
#35
Dec 11, 2014
An open world is the best format to experience the role of a witcher. It simply makes the most sense - a wandering monster hunter gets entangled in political affairs while on the job. Sapkowski's stories already feel that way. Right now, it's a pipe dream. Many will be critical until we see them pull it off. But I'm glad they went this route.
 
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sidspyker

sidspyker

Ex-moderator
#36
Dec 11, 2014
It's something that happens with almost any game sequel

If you change too much - "The game is too different, this is not what I wanted, not buying."
If you change too little - "It's the same game, why would I pay $60 for the same experience?"

Its always about striking a good balance, I think they'll pull it off plus it's always been what they wanted, TW2 was an exception because the areas were very small and closed off, predictable. But TW1 areas were very large and had plenty of different types of areas to explore, all quite big in size.
 
D

Doctalen

Rookie
#37
Dec 11, 2014
When I played The Witcher 1 and saw this view I thought "Oh wow, I wish this was more open and I could explore". So, I'm not sad that the game went open world. I can totally understand people who dislike the idea. Hopefully CDPR really fills up this big world with quests to do and memorable locations and some easter eggs to find.

 
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Reactions: BlackWolf500.298
S

SageFox.326

Rookie
#38
Dec 11, 2014
slimgrin said:
An open world is the best format to experience the role of a witcher. It simply makes the most sense - a wandering monster hunter gets entangled in political affairs while on the job. Sapkowski's stories already feel that way. Right now, it's a pipe dream. Many will be critical until we see them pull it off. But I'm glad they went this route.
Click to expand...
I think this resume the thing almost perfectly. Agree.
 
S

Scholdarr.452

Banned
#39
Dec 11, 2014
slimgrin said:
An open world is the best format to experience the role of a witcher. It simply makes the most sense - a wandering monster hunter gets entangled in political affairs while on the job. Sapkowski's stories already feel that way. Right now, it's a pipe dream. Many will be critical until we see them pull it off. But I'm glad they went this route.
Click to expand...
Yes and no. The problem is that Witcher 3 is a sequel with already built up narrative tension. If Witcher 3 would be a game on its own with the premise of presenting Geralt's life like it was during the short stories I would agree. But it's not like that. Given the overall story arc and the events and circumstances created in the first two games (especially W2) Witcher 3 reminds me much more of the saga about Ciri. And like we (book readers) all know Geralt doesn't "roam the world freely" in that one. On the opposite, he always has a task at hand, protecting and saving Ciri. There is no time to do "normal jobs" since personal issues are too pressing. That's the whole problem of creating tension. The more "epic", "emotional" and "engaging" you want to make your narrative the less freedom or openess is suited. Only a little bit too much freedom and story pacing and tension can just break and becoming unimmersive...

Well, maybe their storytelling will be that good to circumvent these problems. Maybe they will somehow manage to reduce tension and to take out time requirements for a good junk of the game. But at some time during the narrative you have to limit freedom for a well told story. Unless you limit tension you end up like Skyrim with a completely tensionless and unemotional story structure.

To be honest, I could think of a lot of cool game concepts for Geralt and the Witcher world (would even be a perfect "Telltale" setting...) but like I've said, Witcher 3 is a sequel and I don't see that too much freedom strengthens the premise CDPR built up in the previous games...



And I would be careful to put Sapkowski into that one. His stories are not about freedom but all properly directed... ;)
 
wichat

wichat

Mentor
#40
Dec 11, 2014
The biggest challenge for CDPR was not make an open world but how to link quest to main story and how each decision lead us to one of the different ends. Its obvious that we won't have a direct main goal from the begining but one possible one and then every decision will laim us to one or another quest. And that several quest wil be presented as onion layers (do you know that onion can have more than one core within?)and they even won't explain inmediatly how they will influence to one or another end.

There are the most important bugs and details to polish.

Melitele!

Excuse me if my words seem confuse. I don'tknow to expressit better Why don't you learn Spanish too and make my life easier?
 
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