W1 had one decent gameplay mechanic (the researching the monsters before fighting them part), which is somewhat present in W3, although much less important, but regardless, it's a relatively minor thing.
It's much more then that for me. It is a great implementation both mechanics and economics-wise. One of the things that made W1 so memorable.
It is a good mechanic, but what I meant was, something like preparing yourself for monsters is just not that cool or important in the big scheme of things. It's a secondary mechanic, as opposed to the more primary ones (combat, exploration, character development, dialogue).
Combat was okay. At least there was a strong connection with impactfull character development. Exploration was rewarding, although the invisible walls were annoying. But the areas were beautifully sculptured. So that one can barely recognize the Aurora-Electron engine.
Interactivity? NPC behaviour was by far the most complex and reasonable out of the 3 Witcher games, with daily schedules and impressive reactions to weather conditions. You could try talking to seemingly generic by-walkers and get unique dialogue.
Come on. Do you remember the combat? It was terrible. An endless click-fest that would satisfy neither the tactical nor action itch.
And by interactivity I mean, in W3, you can climb, jump over stuff, ride horses and boats. W1, if I recall correctly, you couldn't even clear one of the million of fences that were blocking you everywhere.
I respectfully disagree. Should I understand that any open world game is automatically great?
Not in general, but being open world contributes a lot to exploration. It's hard to have meaningful exploration when you are hemmed in to small maps and can't really wander off anywhere. And there were other reasons too in this case, like the long loading times every time you pass a door in W1, whereas W3 has same map interiors.
Do you honestly think TW3's alchemy system is better than the one in TW1? Or the inventory system? Or itemization? Or the fact that skills and mutagens have to be "equipped" for them to be of any use? Let's not even go into how levels work and all the other issues related to the game being set in an open world.
No, those things were better in W1, but 1, how important are they really? People don't play RPGs because of their alchemy systems, that's just the icing on the cake. And 2, while those things were better in W1, I wouldn't say they were great there. I found character development in W1 to be pretty weak overall.
TW1's combat wasn't great, and while it did a decent job finding a compromise between character skill and player skill, it was definitely something that needed improving. Replacing it with action combat wasn't necessarily a bad move, but neither TW2 or TW3 really got it right either, both suffering from severe balance issues, broken mechanics and pure, unadulterated nonsense. Also, while TW1 featured some complex quest chains that could potentially be broken, I give it credit for trying something ambitious. TW2 and TW3 had much more linear and less interesting quest structures and nothing even approaching the second act of TW1, which I found rather disappointing.
Let's keep the abomination known as W2 out of this. While the combat in W3 wasn't perfect or great, it was pretty damn good by RPG standards. W1 combat was just terrible and had no redeeming qualities, other than maybe being better than W2. Who wants to click 20 times on left mouse button to do one meaningful combo? No challenge, no point, no tactics (unless you count the preparation beforehand, and that was only needed for a few boss level fights).