Well, a game is usually not "life simulator 2.0". A good (story-driven) game, movie or book only tells the interesting stories, not the day-by-day busywork. If you read Sapkowski's short stories almost every story is about monster hunting - but only about those hunts in which something special, extra-ordinary happened. It were usually those stories in which Geralt got into a moral conflict whether to kill a monster or not - and whether it's a dumb monster at all or not.Fetch quests are unavoidable - just because Geralt is a witcher, at least. And in gameplay demos we clearly saw this "hunt this creature down @ bring me / us the head / ear" template. But it's not a bad thing itself and if we will often has a choice (like in Ladies of the Woods) that'd be great.
Yeah, you're maybe right. I'm a bit too cynical or better too pessimistic. I guess my bad experiences with DAI are just still "too fresh"...@Scholdarr
Skepticism is good and welcome, and I have my own doubts about the game. But, and don't take this the wrong way, I feel the healthy sort of skepticism has been pushed aside in recent weeks here by doomsaying instead.
I agree completely with your dislike of filler content, and a while ago I said I'll be happy if there isn't even one mindless fetch quest and silly gathering of X item. And I also wonder if those 100-120 hours will be spent on well crafted material or... Not. But seeing a statement abiut being able to spend weeks on the game, as confirmation that mindless filler content is here and abundant? That's a bit too cynical and jumping to conclusions, I feel.
Just like I've said: my assessment is based on experience. Bethesda and Bioware worked for years on their respective games. And both failed hard in their attempt to fill their huge worlds with interesting and meaningful content on a large scale. Both probably also have more money available for developtment and it's very likely that they also have skilled people working there. I wish CDPR to make it better than them. I'm just a born sceptic...
Well, a game is usually not "life simulator 2.0". A good (story-driven) game, movie or book only tells the interesting stories, not the day-by-day busywork. If you read Sapkowski's short stories almost every story is about monster hunting - but only about those hunts in which something special, extra-ordinary happened. It were usually those stories in which Geralt got into a moral conflict whether to kill a monster or not - and whether it's a dumb monster at all or not.
I really hope that CDPR stick to the 101 of stoytelling and just cut all the boring, repetitive busy-work out. I love to have Geralt as a character but I'm not interested in joining him while he eats, poops, sleeps or brushes his teeth... I think you get the picture. But then again I hate typcial "sandbox" gameplay (which is just another word for boring and generic stuff for me personally) in a game like Witcher and I hope W3 will offer as little sandbox gameplay as possible...
Cutting out the busy-work? Sure, sounds good. Who wants to deliver letters and find family heirlooms. But It's going to be a big world and their going to need to find stuff to fill it with or some people are going to get bored. Obviously, Interesting side quests that tell their own short story is what any true rpg fan wants and I'd be surprised if we didn't see a few of those from CDPR. But I'm okay with doing a few straight up monster contracts here and there.
Yeah, Sapkowski didn't often write about a straight forward contract because that would get boring. The Witcher 3 however, has one thing Sapkowski couldn't put in his books. Game play. I was willing to play arena mode in Witcher 2 for a good 20 hours or so and that was literally just wave after wave of enemies, with hardly any context whatsoever and no advancement of the story or a deeper understanding of any characters. It was just fun. And I'm cool with that.
Totally with you on the busy work though. Fuck that.
I understand. But that's what an arena mode is for. Just fighting and using the game's combat mechanics. I'm cool with that since it's completely desynched from the actual RPG itself. I don't have to mess with it all if I don't want to. You could say the same about side quests and stuff in the campaign/story mode as well but only to a certain extend. If a world is desigend to have side quests and if it's designed "to be filled with life" you usually cannot fully ignore them either because they interfere with overall balancing (very likely) or because their lack is even more irritating and unimmersive than their existence. And some open world effects like "endless running" won't go away anyway. That's busy-work you just have to do to a certain extend in a game with a huge game world, even with fast travelling.Cutting out the busy-work? Sure, sounds good. Who wants to deliver letters and find family heirlooms. But It's going to be a big world and their going to need to find stuff to fill it with or some people are going to get bored. Obviously, Interesting side quests that tell their own short story is what any true rpg fan wants and I'd be surprised if we didn't see a few of those from CDPR. But I'm okay with doing a few straight up monster contracts here and there.
Yeah, Sapkowski didn't often write about a straight forward contract because that would get boring. The Witcher 3 however, has one thing Sapkowski couldn't put in his books. Game play. I was willing to play arena mode in Witcher 2 for a good 20 hours or so and that was literally just wave after wave of enemies, with hardly any context whatsoever and no advancement of the story or a deeper understanding of any characters. It was just fun. And I'm cool with that.
Well, we'll have to wait and see. It's just that statements like "we have x hours of content" or "you can play the game for weeks" have probably the exact opposite effect for me than intended. They raise my fear and doubts but not my anticipation...
I have to say after playing Inqusition, the quality of the sidequests in Witcher 3 is also my biggest concern. They were so unbelievable bad in Dragon Age, that I have no motivation to start a second playthrough when I think about the hintelants with it's assassins creed map full of quest markers.
I really hope that CD Project Red played the game and learned how to NOT fill a big open world to make it interesting.
I want fewer quests but with interesting storylines.
The troll questline , the asylum quest , the secrets of loc muinne quest (in my opinion one of the best quests ever made), the questline with baron kimbolt and maravell. This is the quality of side content i want. We will have a lot of rather "fetchy" content with the monster hunting, which is fine, because it's a witchers work. But even that can be made interesting in several ways. For example complex monster mechanics. The necessity to follow trails, question people, search for books to find and defeat the monster. Or just unexpected incidents like people bargaining over the price or trying to cheat us with our payment after we defeated a monster.
With the open world CD Project Red has so many opportunities to give us awesome sidequests, that it would be a real shame if we get stupid stuff like "collect x", "find y", "kill z" without a interesting storyline behind it.
Let's take the investigation quests of Witcher 1 for example. Trying to reveal the person who helps the salamander in act 2. Or trying to find out what's wrong with the people in the village outside of vizima in act 1. These were great little stories(and quest mechanics) and although these were mainquests, something like this could be implented in a open world as a sidequests. I'm sure there will be a lot of small villages. Just make a similar quest like above mentioned (maybe a bit simpler and shorter,because it's definitely very time-consuming to make a qqtesline similar to the act 2 one) in one of the villages across the world in Witcher 3.
And I hope there will be a lot of creepy stuff going on in the game.
Just imagine exploring the swamps of Velen with Geralt and accidently finding a small village. Something seems weird about the village and it's inhabitants but we can't find out what, because nobody want's to talk with us. After exploring the village we find hints, that something bad is happening there. We find human bones, corpses, meat, blood. Individual people start to talk with us, but don't want to tell us anything because they are scared. At the end we find out that since Temeria has lost control of the area because of the war with Nilfgaard, people are starving and decided the only way to survive is to lure travelers into their village, kill and eat them. If there are no travevelers, they choose a person from the village and sacrifice him/her, so the rest can surive.
We will than get the choice to decide what do do with the people in the village.
This kind of creepy stuff is what I want to see in Witcher 3 combined with a interesting qustline with choices as it perfectly fits with the setting and mood of the Witcher world and and I think with a open world they have the chance to tell us a lot of little stories about what humans are capable of if their desperation is just high enough during times of war, despair and death everywhere.
I'm not even sure I follow why 'side quested to death' is a thing. Surely side quests are optional, and there is no requirement to do more of them than you choose. Anywhere between none of them and "all" (or rather as many as are not blocked by the consequences of other activities).
I pick and choose what tasks to attempt in a day in my real life, and can see no issue with using the same triage within a game. Sure, I can spread out the playing time to get more of the total pool of tasks done, but there is no need to attempt to "do everything", especially if there is recurring "guff".
The important quests are the main-plot ones, as they have to be done (at least in part) in order to progress the game - so care in scripting and designing these is vital. Nothing worse than main plot quests being dull and pointless, but the rest can be a mixed bag without reducing fun. More stuff for when you want to just grind/keep busy, and either skipping lots or picking and choosing the types attempted when your time or patience is limited. Completionism is no reason to reduce the fun for people who just want more content.
Of course more content for more content's sake isn't necessarily a positive thing, but it certainly isn't a negative if the core game is well designed, and there are interesting quests in the pool (often the slower play is necessary to provide texture, and to contrast the really good bits against, as with good horror, it only really comes to life when there are variations in pacing, tension and anticipation... if it is action/complexity/jump scares all the way then it loses something in most cases).
It's actually not that easy. Most of the quest design flaws in games like DAI and Skyrim are not there because the devs couldn't come up with something better or because they specifically decided to offer such content - it's there because it's a side effect of offering a huge open world. So offering a huge open world was the specific desicion and not offering bland side quests. That's just a side effect of that first decision and something that is often a result of time and money constraints which themselves result from that first decision.It seems like every time someone comes out with a popular game people worry that TW3 will have the same flaws as that game. I don't think we'll have as much filler as in DA:I, nor will the filler we get have the same low level of quality, with as much repetition or illogical game metrics (e.g., fetching someone's wedding ring gives the Inquisition "power" points). Worrying that TW3 will have these flaws makes as much sense as worrying it will have DA:I's illogical combat (e.g., battle screams, using a weapon in an unorthodox way--shield bash or pommel strike, absorbing damage on someone else's behalf, etc.,)