Don't get the hate for Vogel's article. Really don't. It's nice to see an RPG designer actually play it and and recognize some of the things it does particularly well, that no other games do.
It's a pretentious piece of garbage, that's why.What the fuck, guys, the piece is anti-Anita. Friendly fire.
Don't get the hate for Vogel's article.
It is a game full of grim humor, some of which was a bit much for me. (For example, I absolutely would have cut the gwent card with the joke about "raping for Redania.")
Can't you turn the points of interest just off?
Same here. Velen was great but afterwards the game became a drag. Thing is, I really cared about the Baron and his plight but I can't bring myself to care about Ciri's antics and the WH. Though there are still occasional moments of brilliance to be found in the game like this scene here:I bought the game on release and really liked the early portions - especially of course the Baron quest; then I got to Novigrad and everything went to shit. I quit playing for a few months and got back to it the other day, have made my way to Skellige and things are slightly better.
You can turn the points of interest off while still keeping the quest markers. I did that on my first playthrough, and the game probably works the best that way, just exploring the map freely and only investigating the PoI's that you happen to stumble upon. Exploring all of the question marks is a bit tedious in Velen, manageable in Novigrad (which in my opinion is the only area that feels right as far as the content density goes) and a massive chore in Skellige.Yes, but the game isn't designed with that in mind. The directions/hints/info about objectives and locations are far too vague to be of any use without the quest compass markers.
Actually it is closer to - "Triss is playing Ciri's older sister, meanwhile she is just trying to jump into bed with you."
"Triss is playing the older sister, Ciri meanwhile is just trying to jump into bed with you." lolol xD
No, friend. The writer misplaced the comma; the VA clearly makes a pause before "Ciri".Actually it is closer to - "Triss is playing Ciri's older sister, meanwhile she is just trying to jump into bed with you."
Why are you playing in polish when you clearly can't understand it?No, friend. The writer misplaced the comma; the VA clearly makes a pause before "Ciri".
but suffered from Ubishit open world design and didn't have enough focus on the things that make Witcher cool - hunting monsters and preparing for fights.
Ubisoft open world design ? Did we play the same game ? Maybe you mean POI markers ? I switched them off when i started game.
Witcher contracts literally are all about what you said in later part and there is like 25 of them + shitload of other that are hidden behind side quests.
Then why not skip that content? Unless you are a compulsive looter?You can't deny that most of the content in the open world was monster nests, bandit camps and hidden treasures. Of course you would get the good sidequest or story by strolling around but a good deal of the content is skippable or doesn't carry a whole lot of value. Skellige's POIs alone were like 60% hidden treasures in the water. Ultimately it feels like another tacked on open world because CDPR had to follow the Skyrim/Ubisoft trend, complete with repetitive and mostly pointless places to visit.
You can't deny that most of the content in the open world was monster nests, bandit camps and hidden treasures. Of course you would get the good sidequest or story by strolling around but a good deal of the content is skippable or doesn't carry a whole lot of value. Skellige's POIs alone were like 60% hidden treasures in the water. Ultimately it feels like another tacked on open world because CDPR had to follow the Skyrim/Ubisoft trend, complete with repetitive and mostly pointless places to visit.
I disagree about "most of the content" being like that, as the game world has tons of cool stuff outside the PoI's, but he's right about it being shit design, as it does make the game world seem a lot less believeable when you just keep running into treasure chests or other copypasted shit everywere. I really love the game world itself, but the PoI's do bring it down a notch, map markers or not, and they feel like they were added in the last minute, maybe because they thought the game world might be too empty (it isn't) or because they just wanted to give people something to do even at the later stages of development. Its especially jarring when all the other content in the game is hand-crafted and unique in some way, and then the supposedly "interesting" stuff consists of doing generic stuff in order to get a small amount of XP and some junk loot.
I think the PoI's could've ended up decent if they applied some sort of a "hybrid" design to them, perhaps having fewer of them but making all of them unique in some way. Something like this:
- Abandoned Sites: An NPC or two standing outside of them offering you a reward, essentially turning them into minor quests (perhaps even diplomatic/Axii solutions when dealing with humans). After clearing the sites you might gain access to additional quests or at least some flavor NPCs.
- Monster Nests: Some of them could be used in quests along the lines of the monster contracts in TW2.
- Hidden Treasures: Unique locations to explore (like in Hearts of Stone), unique rewards (or just crowns) instead of vendor trash. Alternatively you could remove the "quest" part of them completely and just make the player look for the stuff all by himself, which would at least make them seem more organic and would also make exploration more interesting.
- Guarded Treasures: Turn them into minor monster contracts, perhaps something you'd have to discover by talking to people or exploring on your own. Again, the rewards should be unique in some way.
- Bandit Camps: Why not just have camps that could be populated by anyone, either hostile or friendly? While entering some of the camps might result in bloodshed, others might give you quests, pieces of dialogue, or maybe a game or two of Gwent.
- Smuggler's Caches: They are not "points of interest" and should not be labeled as such.
And so on. It's too late to change the main game, but at least with the first expansion CDPR seemed to learn some of their lessons, even though the PoI's still feel like filler stuff that you only do in order to be able to fully focus on the "actual content". I wouldn't have minded at all if they just ditched the PoI's completely and used that time and effort to flesh out the towns and other major locations a bit more.
But finding generic stuff isn't really rewarding, except for maybe the Places of Power (because they give you something with actual value). Besides, even if you have the map markers off, you'll still get a huge pop-up text when you're even near a PoI, even if you're not even looking at the right direction, which kind of ruins the sense of discovery. The actually rewarding stuff exists outside the points of interest: quests you just happen to bump into, unmarked dungeons that contain witcher gear diagrams or alchemy formulae, and so on. The exploration is just not on the same level with something like, say, Gothic or Fallout: New Vegas, where every notable location on the map is unique in some way, rather than just following some basic template that is repeated over and over again with minor changes.Whole point of those cashes etc were to reward people for exploration.
Besides, even if you have the map markers off, you'll still get a huge pop-up text when you're even near a PoI
Yeah. I was crossing a bridge to Novigrad, when the game suddenly told me: "NEW MARKER: SMUGGLER'S CACHE". Then I looked down to the river below and saw a bunch of boxes floating around that I probably would have never seen otherwise. It happens even if you disable the question marks.
You can't deny that most of the content in the open world was monster nests, bandit camps and hidden treasures. Of course you would get the good sidequest or story by strolling around but a good deal of the content is skippable or doesn't carry a whole lot of value. Skellige's POIs alone were like 60% hidden treasures in the water. Ultimately it feels like another tacked on open world because CDPR had to follow the Skyrim/Ubisoft trend, complete with repetitive and mostly pointless places to visit.