Carrion
Arcane
Usually those people are morons, though. Gotta have majestic end-of-the-world scenarios unfolding in the first five minutes because everything else is too subtle for them. Lack of motivation can be a real issue, of course, but a non-motivating plot doesn't become any more motivating by adding fake urgency in the mix.When the open world game has little urgency in its main quest, people complain that they were offered no motivation.
Fallout and Morrowind are two games that get it right, the former with actual urgency (before patches, at least) and the latter by doing the opposite and encouraging exploration at every turn.
I don't know what you're talking about. TW1's pacing was damn near perfect. Okay, I get that someone might complain about the fetchy nature of some of the quests, the hordes of drowners, the amount of backtracking in a couple of the chapters etc., but those are minor things that never bothered me. The way the story is built up through the five chapters (the slow start that sucks you in, the heightening of the stakes at Vizima, the breather that is the fourth act, the return to burning Vizima and the grande finale), the balance between fighting and not fighting, the tight design of (most of) the quests, the overall amount of variety — it's goddamn excellent, and very few games can match it.Perhaps more on topic, all three games have pacing issues because a huge emphasis in CDPR's design philosophy was to immerse the player in Sapkowski's fictional universe. They talk about it quite a bit in interviews for the first game. A game which featured plodding, overly large, mazelike maps and a relatively slow walking speed.
It's a bit disappointing that the sequels didn't manage to capture that certain warm feeling you have when spending a day in Vizima, meeting up with your buddies, killing a monster or two and collecting the orens, forwarding the main quest one little piece at a time when you're in the mood and somewhere close by, playing dice, wooing ladies, getting drunk and fighting in a bar and staggering home to a nagging girlfriend... In the sequels you're usually running from one quest to another with little downtime* in between, and although the quests themselves are usually very well paced, it's not quite the same.
* In TW3 it usually means Gwent.