Blothulfur said:
Well three examples of great story in an open world come to mind: Ultimas 4-7, Fallout New Vegas and Betrayal at Krondor. Hopefully they can make something on the same level as these, that said I am very bloody worried and cautious but if anybody can do it it's CDPR. For the moment i'm indulging in a little hope.
These are all inappropriate examples because neither of these games, except Krondor, have a story. Ultima games have a setting and bunch of mostly non-connected quests, some of which are story related but independent quests. I rather recently played fan based Ultima 4 recreation on Dungeon Siege engine and I haven't noticed there any story worth mentioning, it was rather a game
without a story.
What story have you found in Fallout: New Vegas? There is none. That rudiment of a story can be fully described in one small paragraph. Again, it's a sandbox setting full of good but mostly independent quests. It's a good game, but it's a good
sandbox game, not a story based game.
Betrayal at Krondor had so primitive graphics that is was almost a text based game, so, open world was rather schematic. Another thing, you didn't have there hundreds of non-story related NPCs to interact to, you could
only interact with someone important in one way or another. You can do it in the Witcher too if you put just two people in a whole city to interact with. And that's not what you want, is it?
The good old example of the story driven game is Planescape: Torment. Did it have open world setting? No. Did it have one of the best stories ever? Hell yeah!
Story driven and open world games are mutually exclusive. And it's not about developers of Bethesda or CDPR are bad or good. It's because a story in the open world gets factorial complexity if you allow intertwined consequences and any order of execution. It's just a pure math, try to draw the graph of choices and consequences that dependent on each other in let's say 10 locations and you'll realize that to implement it would be practically impossible. Let's say we have just 5 quests, where order of execution of any of them matters for each other. Doesn't look scary, eh? Now, for each of these 5 quests we'll have 4 consequences in related quests and out of other 4 we have a set of 3 separate consequences of each combinations of the first two and so on... Now, to handle these 5 quests the developers have to deal with 5*4*3*2*1 = 120 quest branches. Does it look easy now? Not really.