Everyone's a critic these days. A professional one at that, using big words and stuff.
I don't say that as an offence, but more of an observation of what I've seen on these forums these past few days. Everyone is spouting some objective analysis of the game's faults and shortcomings... and they're all just so subjective. They're personal gripes with the game, not objective faults(exceptions to the rule notwithstanding). This collection here is mostly the same.
Well, I think you make some assumptions here that aren't true or at least not the way I see it. First, I've made pretty clear in my initial post that this is MY assessment of the topic and that it is very likely that some or many people will disagree with my points. Second, you claim that I want to be objective although my points are completely subjective. Well, yes and no. In human sciences absolute objectivity doesn't exist. It's not a natural science or maths. A critic or review of a work of art or any form of media is always a subjective action. It depends on perspective, on expecations, on experiences, on eduation on personal priorities. But subjectivity doesn't equal arbitrariness. What I tried to lay out here was my reasoning why I think there are issues with the final chapters of Witcher 3. There is a difference in quality between saying "I don't like that." and "I don't like that because of reasons X,Y,Z." It's not about claiming that you have found the ultimate truth or natural facts but about enabeling other to understand your way of thinking. So is it subjective? Of course it is. I never claimed that it isn't and if you just interpretated my rather "rational wording" as a kind of claim for objectivity that's imho just a misinterpretation on your behalf.
First of all, the pacing issue: talking about the pacing of the Main Story in a non-linear open-world game is pointless, since the game as a whole won't have pacing(at all) due to the non-linear nature of it. But I'll indulge you in your attempt, and offer a rebuttal. The main quest's pacing is fine. It's actually great. For me it was a pleasant surprise not seeing the game end right at the battle of Kaer Morhen, the expected and standard climax. No, it doesn't fit into the standard storytelling schematics. And that's good. Sometimes, using an anti-trope in the story is a good decision.
And comparing the pacing of a 50 hour long video-game to that of a 2-hour long movie is just downright criminal. While you're at it, why don't you compare the "pacing" of The Song of Ice and Fire books to the pacing of Frozen? I have absolutely no idea why you put that much emphasis on one single type of pacing. You do know that it's not the only one? And that it's not the only "ideal" one? Right? The pacing that characterizes A New Hope is not a be-all end-all perfect schematic which works for every single piece of fiction ever written.
Of course there are different aspects to pacing and different structures. For example, I already admitted that classical drama offers a pacing structure that is actually pretty close to the one I see applied to Witcher 3. The question is not whether the pacing structure is theoretically optimal but whether it serves the purpose of the narrative pretty well. I don't think Witcher 3 is or wants to be a classical drama of the like of Romeo and Julia. Of course it borrows stuff from classical drama (almost every work of fiction in media does) but it at least follows partially the goal of offering long-lasting entertainment, which includes a good amount of tension and emotional engagement beyond a certain climax. That's actually how "tension-driven prose" and "tension-driven movies" is usually composed and that's why I used Star Wars as an example. It's not about the length of the work, but about it's goal in respect to the consumer. In my opinion one of the basic goals of tension-driven works (and I think Witcher 3 qualifies for that as almost every other mainstream video game that builds on storytelling) is to keep the consumer engaged until the very end with a climax rather at the end than somewhere in the middle. If I understood you correctly your point is that just by doing it differently Witcher 3 offers a unique experience. Well, maybe. But then human psychology and basic motivation stays usually the same. That's of course a wide topic but I'd say that even if you offer different experiences you still shouldn't forget why most or many people actually want to consume your product. If you make a small progressive indie film for example, you don't have to follow certain principles of structure. Your audience already expects that you won't do so. But if you make a multi-million blockbuster movie for a huge audience with a certain "mark" (like story-driven RPG in this case) you should be well aware of that many people who want to consume your product have certain expectations to its structure and that they probably feel disappointed if you don't deliver on that. I would argue that most people watching a fast-paced story-driven action movie want to be engaged until the very end (without epilogue) and not being more or less bored after perhaps 50% or 75% of the movie. Of course you can say that you don't give a shit about your audiene and that you do whatever you like. But then again you're not immune to critique and you should imo have good reasons for your decisions, especially if you raised certain expectations within your consumers before the release of your game.
About the open world structure: I already said in my initial post that I confine the assessment to the main narrative and I don't think that this is a problem here. In my opinion the main narrative itself should follow the goal to keep up tension and engagement until the end, no matter what you do in between in the open world. The pacing structure I presented here has some ups and downs and the real extend or lengths of these ups and downs doesn't really matter as long as the overal trend goes up. It's true that the pacing pattern is quite heavily dependant on the extend and timing of the open world roaming of the individual player. But that has little to no influence on the pacing of the main narrative, the single element of the game every player has to experience at some point, in a certain pre-defined order. That's the very reason why I think that you can even compare that to a (often much shorter) movie or novel. (A final word to ASOIAF: it's hardly a good example for comparison here because the final parts of this sage are still missing. We can talk about the quality of pacing ther once GRRM has released the whole saga, including the actual ending.)
And of course my criticism of the pacing structure is only to be understood in the context of my whole criticism. If pacing would be the only issue with the narrative in the final hours I could probably overlook it. But with a whole range of issues the somehow out-of-place pacing contributes to my overall feel that the end is lacking. It's also worth to mention that many of the other issues mentioned here directly influence the pacing. For example, a re-written or enhanced villain, a severly improved mission structure or a re-design of certain choice situations could change the emotional impact of the final hours of the game in respect to the events that came beforehand. Therefore the whole pacing and engagement curve shifts towards higher levels in the end. Maybe one of my biggest issues is the very end with Ciri defeating the White Frost with a Geralt who is doomed to be a mere observer than an actor, an end that is determined on badly executed and desinged choice situations. Pacing structure could (and very likely would) look very differently if these issues didn't exist.
While, yes pacing does play a large part in making a work of art enjoyable, and mismanaged pacing can mess with a person's enjoyment of said work of art, that's not the case here. It's a simple matter of different work, different pacing.
You claim to rebutt my point but you actually fail to deliver a reason why you think that the pacing is good in Witcher 3, at least not one I fully understand I'm afraid. Basically your line of reasoning is that it's good because it's different. I don't think this is a rather weak argument since being different doesn't automatically mean being good. You also said that a mismanaged pacing can mess a person's enjoyment of a work of art and that's exaclty what happened to me and arguably some other people, reading through the topics here on the board. So your claim that this is not the case here surely isn't true for everybody (which brings us back to subjectivity, the thing you kind of accused me of in the fist place...)
But then again, the Deus Ex Machina you describe is not exactly a God from the machine. Yes, the White Frost in the game is an unexplained macguffin. But the way it is solved is not an Ex Machina: a seemingly unsolvable problem is solved by the introduction of a new character/event/item/ability, etc. Ciri is not a new character who comes in to save the heroes from a certain death. And neither is Ciri's ability to stop the Frost introduced at the moment she does it. It is actually introduced much earlier, and explained in one of the in-game books. And neither is a the White Frost a present threat, merely a future one. (As an aside, I can't speak to the entire series, seeing as I've only played the games, I haven't read the books as well.). But from the standpoint of the game, stopping the White Frost, while the mechanics of the ability, and the nature of the White Frost is unexplained(hence, the macguffin), the event itself is not a Deus Ex Machina. Furthermore, the removal of that event would not have affected the outcome of the story, from the game's perspective, since the White Frost was not the central conflict in the game, and that conflict was resolved without any godly intervention.
In modern interpretation a deus ex machina moment constitutes a "solution to a conflict by a sudden, unmotivated event". It's not necessarily connected to a God anymore. In modern media criticism it's de facto used to describe a narrative event that tries to bring a story to a conclusion without caring too much about logical consistency. But well, let me explain why I think that it is very well a deus ex machina moment by the definition I presented above. (which is actually the defintion used by Gero von Wilpert in his German book "Sachwörterbuch der Literatur").
1) Is it a solution to a conflict?
It obviously is. The White Frost is causing a conflict which pretty much is the basic reasoning for the mere fact that every at least somewhat bigger power in the world is chasing Ciri and the elder blood. Check.
2) Is it a sudden event?
I'd say yes. There really isn't much introduction to the event. One second before Geralt is fighting Eredin which was presented as the main threat and goal throughout the whole rest of the game. In the next second Ciri and Avallac'h suddenly opened a gate although there was no sense of urgency or necessity for doing so presented beforehand. It came pretty much as a surprise which constitutes a sudden event.
3) Is it an unmotivated event?
Well, that imo the hardest question but I'd say yes as well. Maybe this is a topic which really separated books reader from those who only played the games or even only played Witcher 3. You must know that book readers indeed carry a package here. They know many of the charaters in the game pretty well. They know who they are and what they are capable of. So they naturally base their expecations on that previous knowledge. Of course it's possible and likely that the games will deviate from these expecations. I have no problem with that in theory. The problem I have with that is when this change remains largey unexplained. I'd say an ingame book is hardly sufficient to explain such a deep change of abilities one of the core characters of the game possess, especially when you think about the mere fact that most people don't read every ingame books and that the change of abilities in this case is rather groundbreaking (because it more or less makes most of the events in the books arbitrary or pointless in retrospective). But even if we only look at the games the event stays rather unmotivated or unexplained. As mentioned above, the first unmotivated point is the sudden urgency. Why is it so important to open the gate in this very moment? Why wasn't it possible before? How was it even possible to open the gate in the first place? Why must the White Frost be fought and defeated now if so far it was just a far away theoretical threat that - according to the books - won't take place in the next few hundred years? Second, how exactly does Ciri defeat the White Frost. I agree with the point that the story is presented through Geralt's eyes. But it obviously wasn't a problem before to experience events Ciri went through by listening to tales of other people (like the Red Baron). So Ciri could explain what happened afterwards. Why isn't that presented? The convenient answer is of course that it's just an artistic tool to keep the player in the dark. The less convenient answer is that it' just an artistic trick to hide the mere fact that even at CDPR nobody actually know how a single human being should stop a physically explained natural event. And it also hides the fact that someone who is capable of doing so should be able to do much more, almost acting like a real GOD. So even by the classical defintion, this is almost a text-book deus ex machina moment, because Ciri acts like a GOD with the powers of a GOD in a way that was both sudden and largely unexplained and umotivated...
And you say the stopping of the White Frost does not change the outcome of the story. Well, I very much disagree. The White Frost and Ciri's fight against it is part of the story, not something that exists in its own world. If it's completely unimportant for the story there is no reason why it actually exists in the first place so this isn't really a good argument PRO this event in the first place anyway. But I agree with you that the event serves as a macguffin as well. It's a mere tool to present an epilogue that is very much detached from the main story (in both a timely and content-related matter). But just because it serves as a macguffin doesn't mean that it cannot be a deus ex machina moment at the very same time...
The Choice and Consequence section has the same problem as the one before. You have an established view of how a work of art is supposed to function, and you consider it an objective problem that it doesn't function that way. This what the most bruhaha has been made about: the choices. Everyone wants them to work in a certain way: whether that's good vs evil choices, bad vs equally bad, bad or worse, everyone wants them to function in a nice little systematic way. Thing is, the way they work now is just fine. Great even... again. Wanna know why? Because they don't function in a nice little systematic way!. Tada. They don't fit into a predictable system, and I love that.
What you seem to miss is that choices and the definition of choices isn't arbitrary. I mean, it might be cool to eat a banana once in a while instead of apples all day but you wouldn't call the banana an apple in that case, would you? In chapter 6 of my assessment (I hope you read that one as well, because it goes much deeper into MY problems on the topic) I explained what acutally constitutes a meaningful choice. Is that an established view? Of course it is. But you act like this was a bad thing while in fact it isn't. It's merely a description for a certain mechanic in a video game. And yes, people usually want choices to behave in a certain, predictable way because that's the reason why somebody described the game with these terms before somebody bought the game. When a game creator tells me that his game heavily builds on meaningful choice and consequence with a track record of games that suggest that he actually know what he is speaking of I expect that the actually delivers on that promise. But if he only offers mere calculations in the end instead of real choices I have every right to feel disappointed. It's not because I think that only certain mechanics have the right to exist and others not but because I expect games to deliver on the promises the developers make which led me to buy and play the game. I mean, that's the very reason why such (often shallow, yes) descriptions like "RPG", "CRPG", "action RPG" and so on exist in the first place. They should give you a good impression what to expect from a game.
They much closer resemble reality and the way choices and decisions work in real life, than any game before it, including the previous two Witchers. I did not see the contradictions in the choices which decided Ciri's fate, nor did I have a problem with those being, small, "psychological" choices. Big events in the world don't always happen because someone made a "big moral choice". Quite often the tiniest of moments have major consequences. And I like it that way. Way more than Mass Effect's clearly spelled out coloring book of ending choices. I like the way Geralt behaves with his surrogate daughter(on the right choices path).
Well, in my opinion the don't resembe reality and the way choices and deciscions work in real life because the game incredibly simplifies human psychology to a mere collection of simple situations. Life doesn't funktion like that at all because real life is much, much, much, much, much more complex that that, especially in the way the human mind works. And then again, nobody said that resembling real life decisions would be fun and engaging and great in a video game anyway. Just because it's realistic (which is very much isn't) doesn't mean it's automatically a good idea in a video game or a good game mechanic.
And I find it quite telling that you very much agree to my point that there in fact IS a "right choices path" which pretty much refutes the statement that these are actual meaningful choices but rather mere calculations. It's not at all about the famous "butterfly event" according to which even the most tiniest decisions can have hugely differing outcomes. It's about a moments in which you can prove whether you are a good dad or not (so whether you make the right choice or not) according to a very simple, predefined, basically only dualistic vision of "the good dad". I honestly don't see the fascination in that. Maybe it would be if the actual execuation and writing of the moments was much better, if there was no completely pointless time constraint or if the whole set of decisions was based on a complex, multi-layered set of motivations instead of a mere good vs bad principle. But then again the game still lacks the meaningful choices of the kind of "the lesser evil" during the final hours of the main plot, the kind of meaningful choices with which the game was advertized with and which are hardly present at all in the last third of the game. In this chapter 6 I also explained why I, personally, think that these meaningful choices - the ones which have an actual trade off - have a much bigger emotional impact on me. Sure, these kind of psychological father-daugther calculations seem to be "fresh" and interesting in retrospective but they didn't have a big impact on me, especially not during the final events of the game. More than thinking about my decisions and asking myself if my choices were the right ones I asked myself what actually led to this epilogue since it seemed quite completely dispatched to the previous 99% of the game. It certainly doesn't help that I - as the player - didn't have any ageny at all during the last hours of the game. More than an actor (what I expect from a video game, especially a choice&consequence heavy RPG) I was just a mere observer. I guess that some people don't mind about that but I found it rather disappointing, because in my experiences other games did indeed a much better job to keep me engaged and interested into the game until the very last minute without the change to repell me and "punish" me for apparently bad choices I made somewhere through the game (although the decisions never felt really bad at all at the respective time the choice was to be made, rather the opposite).
And I want to add that again I don't think the "it's good because it's different" has any kind of significance in itlself although you tend to present thatas a rather strong argument for your opinion. A well written meaningful choice situation would be different from every other such situation as well by the mere scope and content of its implications. And you really don't have to be different just for the sake to be differnt in order to be good...
And you keep harping on about how certain relationships are underdeveloped in the game. Well, some of them are, but a lot of the others you mention aren't. Yeneffer's relationship with Ciri is conveyed rather well through body language alone. The way she reacts to certain events involving Ciri and Geralt, those reactions, those visual cues told me more about her and the dynamic between the three of them, than a 10000 word text would.
Maybe I've interpreted her body language in a different way, maybe I've overlooked some of it. But then again you obviously lack the background of the books and how their relationship is described there so I don't know whether we can talk about the topic on an equal foundation. For me, for example, Ciri's reception by Yennefer in Kaer Morhen felt totally out of place given their relationship and Yen's character presented in the books (and up until that point there wasn't any chance to exlain why the relationship should be different in the game). Or take the scene in Avallac'h's lab when you allow Ciri to destroy the furniture. If you do so Yennefer just stands by and smiles smugly although that again doesn't resemble her relationship with Ciri known from the books. So of course there are interactions between the characers, but not necessarily those one would expect knowing the backstory.
And let's not forget you're viewing the events from a first person view, through the eyes of Geralt. And he doesn't need to be present for every single character interaction ever.
Totally true. I actually only mean scenes in which Geralt is present as well of course.
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You don't. And you shouldn't. You shouldn't know what is a negative or a positive path.
Totally true. But the player should have the change for an educated guess what the outcomes of their decisions could be. And the player shouldn't be forced to act against his (roleplaying) character and believings just to get the "good" end. The problem with the "choices" here is that psychology isn't simple and that it's a highly debatable question what actually is good parenting and how you should treat your children. Always assuring them isn't the "obvious" choice for everybody although it's the way you have to go when you want to see the good ending. That's pretty much shoehorning a certain perspective of being a good father down down the player's throat. But without knowing that you can never make a good guess. Without knowing that you would assume that the mechanism behind determining the outcome would probably more complex without just calculating whether you always assure Ciri or not. So naturally, people who get to see the "bad" ending are probably often disappointed because they (rightfully) feel that they haven't done anything wrong. They played the game the way it "should be played" by putting way more thought into the choice situations than they actually stand for, by treating them like complex and meaningful choice situations instead of the mere calculations they actually are. Everyone who gets a "good" ending maybe never even understands why others are disappointed though. I guess CDPR could have at least limit this problem by not making a clear "bad" ending based on these choice situations (which is not only bad in its outcome but even lacks information in the epilogue compared to the other ones). I don't see the point in punishing a fraction of your players for no obvious reason. But that's how some people feel. They don't feel that they made hard choices that led to a sad, but believable outcome. They feel that rather arbitrary, simplistic decisions led to an outcome that is quite disconnected from the rest of the game and the rest of the decisions you made within the game. And if that's the case the developers surely made something wrong down the road.