No. You do it all the time. Everyone does. there is no ironman mode and in fact a small minority will ever play an ironman mode game. So this comment is way wrong as save reload is extremely common and I doubt if there exists more than 1-2% of the entire player base that never reloaded a game.
The only time I reload to change a choice is if I misinterpreted what the choice meant (ie. you only get a short line as a dialogue option so sometimes what Geralt actually says differs from it). Other than that, I do not reload. And I think you'll find a lot of gamers who play for STORIES do not either.
So your statement of "No, you do it all the time" is unequivocally wrong.
Therefore it is wrong because they did enforce it. Have you missed the obvious point I'm saying in almost every post? This is a game. Games are puzzles to solve. this is not real life. Once you accept this fact your life outlook will greatly improve. Trust me on that.
What are you talking about?
It is not "wrong" of me to not realise such dire consequences were forced upon me on such a bizarre choice. At all. How am I meant to know that without doing what you do: reloading so I get the "favourable" result? I play in a way that choices = consequences, that's meant to be the entire mantra of The Witcher series. So if I'm required to reload all the time, that goes completely counter to what this series stands for.
That said, if I am meant to follow the "choices = consequences" concept of The Witcher then I need to be able to make relatively informed decisions. This is where those 5 choices are "wrong". They're "wrong" because the game designers enforced a metagame event into a STORY. You seem to be forgetting that key element: it's a video game, yes, but we are discussing the
plot of the video game. This is not CoD. This is not Heroes of the Storm. This is a video game that revolves around stories, and thus when discussing said stories it needs to adhere to the same rules as any story-making process whether through moving image, book or any other medium.
But I actually sympathise with you if you're completely unable to immerse yourself in a story and always feel separated from it in the way you describe here. No offence, but you sound like a robot, honestly. And I have no clue what you're even talking about "life outlook" - what? We're discussing the plot of a video game, this isn't a counselling session.
Games are not real life. They can't be because you are limited in what you can see or ask. If it's real life then gee maybe we would ask Ciri a question or two more than what we can. This is complete nonsense to say that it should reflect life. Ever hear of fiction? Many of the best fiction books ever written had implausible events to make the twist for the plot.
Why am I having to explain this to you? I mean genuinely I am NOT conceiving of the notion you don't get this.
Obviously games are not real life, duh, that's like saying the sky is blue. And obviously within fiction things can happen that cannot occur in our world, magic for instance. However, good fiction mimics real life in its
drama. This is how stakes are built, this is how you come to care for characters, this is how emotions are triggered when watching/reading/experiencing a story. If there is no tie to real life in any way with a story's drama, there is no emotional connection between the viewer/reader/player.
So, for exmaple, that twist of the plot you're talking about will have NO impact if there's no dramatic basis upon which to place it. If there's no connection to the characters, no stake in the story or the world, then when a twist occurs the response is: "Ah well."
This is story writing 101 and I am amazed I need to explain this to anyone who indulges in stories.
Your expectations for what a game can or should do is insane. The technology isn't there yet. No game ever created can reach those lofty levels. It was a puzzle and you failed to see the clues and solve it. So human nature says you can be mad and angry and blame the puzzle maker. or you can also say that they got you and move on with your life.
What are you talking about, again?
This is not an Adventure game, I don't know what this obsession with "puzzle" is lol. It should - and is for the majority of the game - the complete OPPOSITE of a puzzle. The dialogue choices are not meant to be obtuse, they are meant to be clear. And they usually are. This is because they are the interface for the player to control Geralt's decisions, thus we need to know exactly what we're having Geralt decide. The way we do this? With clear, concise dialogue choices. Thus, again, it is actually the opposite of a puzzle.
And my expectations are not insane. Why? Because they've already been fulfilled by TW2 and some other non-CDPR titles. They've already been done. By older games.
Obviously a dialogue system where you're given a finite set of choices may not have the perfect choice you yourself would say, I get that and I think every player accepts that. That is not the issue here. The issue here is that these are choices that have no immediate or obvious sign of affecting such a large event in the plot.
If someone asks me "Will you help us with the assassination of Radovid?" - that's a pretty big question. If I help, I am fully expecting it to potentially have an influence on whether Radovid is killed. Why? Because it's relevant to the subject at hand.
If Ciri gets pissed off and I tell her to calm down, I do not expect that to have a huge influence on whether she manages to return from a portal lol. It's barely pertinent to the event in question.
Let me give you an example: it would be like telling Ciri to calm down then find her in her room afterwards hanging on a noose. There's a modest connection between the two events but the result is overkill.
Every game has you racing against time to do X before Y happens or so they claim. Skyrim, Oblivion, ME, Fallout you name it. So you have a choice. Complete linearity or many side quests. Come on tell me one game, just one that offered plenty of side quests without some major linearity. heck like I said even some very linear games like ME3 had you racing against some artificial time deadline that only really starts when you get to plot point Z anyway.
Not to this extent. The issue with TW3 is that it establishes as a sense of impending doom very early on in the plot. In games where side-content doesn't affect immersion you are not racing anyone else or facing doom. You are
chasing something, sure, but you are not competing with another force.
Let me give you a hypothetical example to highlight what I'm saying:
You mention Fallout, right? Let's take Fallout 3. In Fallout 3, you are searching for your father. To make Fallout 3's "search" like TW3: the story would tell you early on that The Enclave were also hunting your father and when they find him, they're going to kill him. So now you need to get to your father asap because he's in
immediate danger from another force.
Note the difference?
But of course, in Fallout 3 you're actually searching because you want to know what's going on and he might be in some danger. Then again, he is also much better equipped for dealing with The Wasteland than you are anyway and when we do find him, he's not actually in danger at all. So going off and doing some side content along the way feels absolutely fine. The "rush" to find him isn't as extreme.
Now Oblivion, as an example, you can also continue to do side-content because from an immersion perspective you can busy yourself closing portals which acts as a "band-aid" fix for the over-arching plot device. In other words, you're dealing with the threat of Oblivion portals at the same time. It works. It doesn't work as well as Fallout 3 but it works.
Skyrim, I admit, is a different story since Alduin threatens the entire world right now. The only saving grace is actually a negative about Skyrim, which is that its plot is hardly stellar or a main attraction so I never feel that immersed in it to begin with! But if the plot was actually more involving then it would've suffered from the same issue.
Finally, ME is also fine:
ME1 there's no "pressing rush" until after Virmire. All the dialogue points to the idea that you're having to root Saren out anyway, that he's in hiding, so it doesn't have the same sense of impending doom.
ME2 is even better. You need to attack the Collectors but it's communicated to you
multiple times throughout the story that most important is that you go there fully prepared. Add to this the majority of the side-content boosting your chances and outcome from the final mission and the side-content is actually incredibly immersive and connected to the main story.
ME3 is like ME2 but a bit worse. The sense of impending doom is there, which works counter to the immersion, but you're on a mission to gather allies, resources, weapons etc. which again fits in nicely with side-content.
The perfect time in TW3 to allow the player time to side-quest was when Ciri was on Isle of Mists. If the dialogue leaned towards her being safe there for a fair period of time and that you need to gather weapons, coin etc. in addition to allies for the battle at Kaer Morhen, there is your perfect excuse to do side-content AND it be immersive. Unfortunately, this opportunity is missed.
Honestly, I love this game too but if your opinion on this is that it is perfect and no matter what anyone says they're all wrong, you're right etc. then there's no point in you even frequenting a forum let alone this thread. You are not able to discuss because part of discussion is the ability to be open to other points of view. For instance, this is a fact: when I play TW3's side content, I lose immersion in the main plot. This is not up for debate. So trying in vain to tell me it's not the game's fault etc. is irrelevant. I am expressing what happens to me in my gameplay experience AND why it occurs. It's called constructive criticism.