No, he isn't.Maerd said:Again, you're confusing the setting content with the story.
He actually has a better understanding than you about the topic, as you seem to think that in RPG story needs to be spoon-fed to you through explicit (and possibly cinematic) presentation.
He understands that in a *game* what actually matters is what you do, not what you see. That's why it's a game, not a movie or a a visual novel.
Beside, if you weren't so obfuscate by pretty cutscenes or whatever floats your boat, you would notice that games like Ultima V, VI or VII had at least as much (if not more) branching plots, clashing characters, complex dialogue trees than Witcher games, even if just in form of text.
This, with the relevant difference than in Ultima VII you could go around interacting pretty much just with unique characters (dozens if not hundreds of them), with plenty of unique dialogue options and story interactions to offer; things that created a genuine sense of immersion in a virtual world.
Hell, there were even characters that used to tell you different things according to who else was around at the time.
In TW and (even more) in TW2 you had instead just a handful of relevant characters in a world otherwise filled with wandering nameless and useless NPCs.
Roaming for Floatsom wasn't really much more than looking at a pretty background having hardly anything to do, beside a bunch of fairly simple quests. Even interactions with relevant characters were quite limited. You had a set of strictly defined things you could do or say with any NPC.
You didn't steal, you didn't explore, climb, sneak or jump to reach secret places. You didn't dive in the lives of these people, not even at a superficial level.
Try to compare it with roaming for Khorinos in Gothic 2 Gold. A town every bit as small as Floatsom, if not even smaller, and yet far more lively, filled with actual game content.
People to talk to, to beat, intimidate, to work for; guarded treasures to steal, factions to join, secrets to spot, and so on.
And I'm not even talking about random generic stuff like in Oblivion or Skyrim, where freedom came at cost of unique content; I'm referring to NPCs who noticed your actions and reacted accordingly, I'm talking about Artisans who picked or rejected you as an apprentice according to what you did, I'm talking about quests that could be solved in different ways not through "pick a dialogue option" but through "Choose how to *act*", I'm talking about trainers who offered you their services if you were on their faction, and so on.
I'm not here to shit on The Witcher, I wouldn't be on this forum if I didn't like the games to some extent, but I know that there is a lot of room for improvement because I *already* played a lot of games that did better in a lot of areas, so I find just *depressing* that so many people try to argue for "Please developers, do as little as possible, stick to the plot and nothing else, I want a linear, focused story because I enjoy movies more than games".
Your idea of what makes a good "story-focused game" it's apparently also my idea of what makes a terrible RPG, no matter how good the main plot can be.
And please, everyone, let's stop pretending that "open world" is a weird, fringe branch of the RPG genre. Openness is actually the natural state of things for the genre.
Linear RPGs focused on presentation over substance, mostly made popular in recent years by Bioware since KOTOR, are actually the fringe stuff in the genre.


