What does it say about this combat system if the main mechanic is rolling all over the floor? I mean there are many games that utilize rolling as a main mechanic yet don't devolve into only rolling around - mostly by implementing a penalty for rolling too much, e.g. a stamina cost. Which Witcher 3 doesn't have.The only thing I would say that was bad was the combat system, which gets silly when an expert swordfighter's only real technique is rolling around on the ground a thousand times and hitting them in the back.
If you played like this then it simply means you didn't understand the combat system...
The combat is mediocre, but it gets way too much shit by people who dont even put in the slightest effort to grasp its basic systems.
But it's not, rolling is only a good mechanic if you're bad at the game. Dodging is infinitely superior.What does it say about this combat system if the main mechanic is rolling all over the floor? I mean there are many games that utilize rolling as a main mechanic yet don't devolve into only rolling around - mostly by implementing a penalty for rolling too much, e.g. a stamina cost. Which Witcher 3 doesn't have.The only thing I would say that was bad was the combat system, which gets silly when an expert swordfighter's only real technique is rolling around on the ground a thousand times and hitting them in the back.
If you played like this then it simply means you didn't understand the combat system...
The combat is mediocre, but it gets way too much shit by people who dont even put in the slightest effort to grasp its basic systems.
But it's not, rolling is only a good mechanic if you're bad at the game. Dodging is infinitely superior.
I call it the principle of the least effort required. If rolling works good enough and takes no effort to master, I'm not gonna bother doing anything else.
I absolutely don't believe in the principle of the "Death of the Author"
This is basically an admission that the game is too large.You cannot blame the devs, because nobody can seriously expect both a world of a certain size and that world to be filled with quests of only the Bloody Baron caliber.
And you also cannot expect devs to just make the world smaller then, because the mainstream audience expects a large world.
I think the entire wild hunt might get 20 lines combined. I don't remember Eredin saying a thing except for his two lines at the very end.Not to mention that the ultimate villain of the series - Eredin - gets under 20 lines for the whole game
The dodge is insane. Something like half a second of guaranteed invincibility at zero stamina cost. Literally no reason not to use it over the roll. Whose idea was that?This happened in TW2, but in 3 is different. After the roll there is a recovery time that doesn't allow you to immediately hit the opponent nor parry. The dodge is way more functional.
It is most definitely not.This is basically an admission that the game is too large.You cannot blame the devs, because nobody can seriously expect both a world of a certain size and that world to be filled with quests of only the Bloody Baron caliber.
And you also cannot expect devs to just make the world smaller then, because the mainstream audience expects a large world.
Apparently I'm not super familiar with the concept of the death of the author, so I appreciate the explanation. I believe I've mostly heard it referenced tangentially in conversations regarding post-modernism, a philosophical position I absolutely abhor.I absolutely don't believe in the principle of the "Death of the Author"
Barthes wasn't arguing that the death of the author invalidates authorial intent. His point was that the works themselves are ultimately far more significant than their maker(s), which in no way implies that said works are at a complete remove from intentionality. In this instance, CDPR's goal – to immerse the player in Sapkowski's setting – is made manifest by the games themselves. What the reader (or player) can never know, however (and this applies to the author himself, as well), is the work's 'true' meaning in the absolute sense. So while intentionality is indeed real, inscribing traces of its operation within the works that it impels, it remains fallible. Something else (there are many ways of filling the blanks) thwarts our projects; there is always some amount of pushback. Hence the only author who can be said to have 'died' here is the Godlike, authoritative genius whose work is the perfect realization of his original intent.
For all Witchers 3 good points, I still have to agree with OP's opinion. I dropped it and picked it back up an endless number of times, there were multiple moments where I didn't feel compelled by the main quest at all (or even remember it). It was really uneven, with parts like the Red Baron being great and others where I was just trying to power through.
That's a fair assessment of where I'm coming from, and I'll join in apologizing for the side-tracking. I enjoyed reading through your perspective, though. Good stuff. No homo.In sum, authorial intention is essential, as is readerly good faith, but once you've posited that, you're still left with a whole slew of fascinatingly complex problems of which we'll never be entirely rid (thank God!). I think your issue is with those who skip the former step altogether (and I mostly agree with your ire), but dismissing the latter camp is no less impoverishing. Anyhow, apologies for side-tracking the thread – I'm definitely with you regarding the Witcher series' shortcomings (and strengths).
It has to do with understanding why the Witcher 3 is the way it is in the first place and that it wasn't some half-assed attempt at grabbing a specific market's attention. In an interview, they stated that they wanted to make the definitive Witcher game. It's supposed to be a large, exhaustive adventure. Did they make compromises to allow for the open world to be less tedious? Yes. Did they go too far in some areas, regarding alchemy or the complexity of combat? Probably.And WTF does "Death of the Author" have to do with this? Its really simple guys, the Witcher 3 was ruined by mashing in a whole lot of shitty 'open world' and MMO mechanics. No need to hurt your brains over it.
When the open-world game has little exploration/few side quests, people rage at its laziness.
When the open-world game has a lot of exploration/many side-quests, people laugh at the incompatibility with the urgency of the main quest.
When the open world game has little urgency in its main quest, people complain that they were offered no motivation.
Can an open-world game truly win?