For the OP question I would say yes and no. What we have now in these games is a distinct separation between 'main quest' and 'side quest'. The main quest is a series of goals you follow from point A to point B to point C and so on, moving you towards a final confrontation/conclusion. But at any time you can put the main quest on hold at your leisure and wonder off to explore and do any number of 'side quests'.
In my opinion it's the contrast of the two that can break immersion for me. A main quest that sets up some impending world destroying apocalypse that only you can stop, but at any point in time feel free to put all that on hold to go save some random strangers cat to get some extra loot. This game design model has served it's purpose, but we've been stuck here for over 10 years and two full console generations now, I think it's time for something better.
So back to the OP question I say yes because a game should have some final goal, and no because I don't think always needs to be in a linear fashion. Since the start of the current console gen I've been waiting for these games to become more dynamic and organic, yet nothings really changed. Rather than dropping you into an open world and giving you an immediate option to 'follow main quest' or 'go off explore and do your own thing', why not just have the latter designed in such a way that it contributes to the overall end goal?
Using Skyrim for example, with that big open world they've created rather than starting as a prisoner on a chopping block who is suddenly thrust into a destined role, why not start the game as just a normal person free to explore the world? Of course the destiny of the Novakim or whatever (still haven't played it just yet) will eventually catch up to you, but in the meantime you're free to travel the land, join a guild, partake in the rebellion, etc. Just whatever you please with no pressure giving you an opportunity to explore the land and build a back story, and then the dragons hit and you become Novakim and have to save the world.
In my opinion it's the contrast of the two that can break immersion for me. A main quest that sets up some impending world destroying apocalypse that only you can stop, but at any point in time feel free to put all that on hold to go save some random strangers cat to get some extra loot. This game design model has served it's purpose, but we've been stuck here for over 10 years and two full console generations now, I think it's time for something better.
So back to the OP question I say yes because a game should have some final goal, and no because I don't think always needs to be in a linear fashion. Since the start of the current console gen I've been waiting for these games to become more dynamic and organic, yet nothings really changed. Rather than dropping you into an open world and giving you an immediate option to 'follow main quest' or 'go off explore and do your own thing', why not just have the latter designed in such a way that it contributes to the overall end goal?
Using Skyrim for example, with that big open world they've created rather than starting as a prisoner on a chopping block who is suddenly thrust into a destined role, why not start the game as just a normal person free to explore the world? Of course the destiny of the Novakim or whatever (still haven't played it just yet) will eventually catch up to you, but in the meantime you're free to travel the land, join a guild, partake in the rebellion, etc. Just whatever you please with no pressure giving you an opportunity to explore the land and build a back story, and then the dragons hit and you become Novakim and have to save the world.