Witcher 1-like gameplay, much larger open world, no W2 QTE's, incredible graphics, Geralt with a beard?
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I think Dragons Dogma did this well with its grabbing mechanic but it wont suit Witcher considering we mostly use two handed swords.
I don't know and largerly don't care wtf "dragons dogma" is, but I am pretty certain I want no "grabbing mechanic" in the games I play.
Arcanum, open and continuous.That's a bit misleading. They are open world games in the sense that you can go anywhere and discover things along the way. But they're not open world the same way as TES or Gothic, where there's one continuous world to traverse. Ultimately Fallout1&2 are composed of a bunch of discrete locations separated by empty space and random encounters - not unlike BG2 for example.
Shadow of the Colossus is one, only in the context of the gameplay system of Shadow of the Colossus. Unless the Witcher involved climbing and platforming then it would not be a solution for the Witcher. So you missed the point entirely.
That's why I offered 2 solutions initially. I prefer the minigame/puzzle route to QTEs. Figuring out that the lighting would destroy the golem and tricking him into walking into the danger was better.Yeah that's the point. There are better ways of doing it, and Shadow of the Colossus is one. QTEs are not fun.The basic point being: systems need to be consistent. QTEs expedite the problems of hack&slash focused systems when they encounter large-scale boss fights. They are not sophisticated solutions, but one solution. I'd much rather a couple quick and dirty QTEs than a twenty minute boss fight where I hack and slash the legs of an HP bloated monster and wait for it to fall spraying blood out of its head as if I hadn't only been trimming its toe nails.
Shadow of the Colossus is one, only in the context of the gameplay system of Shadow of the Colossus. Unless the Witcher involved climbing and platforming then it would not be a solution for the Witcher. So you missed the point entirely.
But then they had Letho. The game needed more Letho-style encounters and fewer Draugir. In fact, no Draugir at all; that was the single-most annoying sequence in the game.This last point - methinks - underlies the crux of the discussion about QTEs in this thread. In my opinion QTEs in TW2 are pretty bad, because they are a suboptimal means of depicting the actual action. Implementing them means a major failure of game design - it's essentially saying "we don't have a clue how to create an encounter around the gameplay mechanics we designed". o_O
Agreed on both points. I really liked how the mundane monster killing quests in TW1 introduced you to characters that would become important later in the game, like Abigail, Kalkstein and Vincent Meis. The actual quests in TW2 were probably better since you had to figure out what to do first instead of just collecting monster organs, but they didn't really tie into the rest of the narrative in any way. I wish they'd go back to the limited inventory system of TW1, but simply going the TW2 route wouldn't be too bad either.I didn't really mind the "kill X monsters" quests in Witcher 1. They were optional, they fit the narrative, and the way loot worked made the rewards very meaningful. On that note, I dearly hope they keep that loot system, where you can't really get filthy rich by selling wagons of equipment torn from slain enemies, and actually need to do jobs for people in order to get any meaningful amount of money. Was there ever an open world RPG that did this?
But then they had Letho. The game needed more Letho-style encounters and fewer Draugir. In fact, no Draugir at all; that was the single-most annoying sequence in the game.This last point - methinks - underlies the crux of the discussion about QTEs in this thread. In my opinion QTEs in TW2 are pretty bad, because they are a suboptimal means of depicting the actual action. Implementing them means a major failure of game design - it's essentially saying "we don't have a clue how to create an encounter around the gameplay mechanics we designed". o_O
Dark Souls had a lot more variety in its boss fights, and while some were gimmcky and had QTE elements, the majority was designed around standard gameplay mechanics or creative use of the environment. Particularly the DLC bosses were really fun and dynamic.
That's a nice way of saying "we'll implement trash MMO quests to fill up the vast amount of empty space in our open world"