Bliblablubb
Arcane
Ironically, Bethesda is a lot better at creating an "optional urgency" than other open world game designers, by creating logical break opportunities or simply escalating only if the player does something.
E.g. Skyrim: don't go to the embassy. You have dragons, your complete FusRoDa, go dick around while you "wait for the embassy party date". It just works!
As opposed to CDPR.
Twitcher 3 felt already weird with Ciri's disappearance. But TW3 was never meant as a true open world, where you explore at your leisure. In fact, many players thought it sucks, after getting burned out from boring exploration before even reaching Novigrad.
Because you weren't supposed to explore on your own, just follow the mainquest and do some sides on the way, or a monster hunt if you need money.
And Cyberbug77 even escalted it by reminding you every moment you are dying. Don't get off the mainquest train! Now there was no reason to do any sidequest/gig after the heist at all. Plus the weird game decision of taking your car away, as an incentive to explore Watson on foot, but at the same time slapping TWO timed missions in your face the required you to LEAVE Watson asap. Sad.
I like shitting on Todd and his cronies like everyone else, but you can't deny they got at least the open world vs story balance right.
E.g. Skyrim: don't go to the embassy. You have dragons, your complete FusRoDa, go dick around while you "wait for the embassy party date". It just works!
As opposed to CDPR.
Twitcher 3 felt already weird with Ciri's disappearance. But TW3 was never meant as a true open world, where you explore at your leisure. In fact, many players thought it sucks, after getting burned out from boring exploration before even reaching Novigrad.
Because you weren't supposed to explore on your own, just follow the mainquest and do some sides on the way, or a monster hunt if you need money.
And Cyberbug77 even escalted it by reminding you every moment you are dying. Don't get off the mainquest train! Now there was no reason to do any sidequest/gig after the heist at all. Plus the weird game decision of taking your car away, as an incentive to explore Watson on foot, but at the same time slapping TWO timed missions in your face the required you to LEAVE Watson asap. Sad.
I like shitting on Todd and his cronies like everyone else, but you can't deny they got at least the open world vs story balance right.
