hanselthecaretaker said:
Every quest I?ve played in The Witcher 3 (about 60 hours so far) is scripted too. The Bloody Baron for a good example of something that was supposedly a high point (narratively sure, but not by any other measure) jumps around a lot but you?re still ultimately waiting for the drunk dude to follow you down to the target area and there?s no way to avoid it. And there is no shortage of exposition to sit through in most missions while you?re doing nothing other than literally standing there waiting for the next move.
That's one quest where you walk a couple of yards. Most if not all the other quests give you the option to simple warp to the place in question. In
RDR2 you are constantly forced to follow an NPC, usually on horseback, to the mission target after already having traveled to the NPC to activate the mission. That's two trips almost everytime that could've easily been reduced to one.
I had more of a problem following missions in Horizon. Sometimes I wouldn?t even know it ended let alone what I did to break it. The nonlinear design [https://www.gamasutra.com/blogs/StanislavCostiuc/20190531/343721/Horizon_Zero_Dawn_Design_Analysis.php] is admirable on one hand, but on the other it?s still tied to story-driven gameplay, which in a sense makes it more confusing. Sure you can complete it in a number of ways but to what advantage in terms of the narrative? It still ultimately boils down to a scripted end-game sequence, which I personally couldn?t be bothered to pay much attention to. Maybe it was the subject matter too, but I had a tough time recalling the finer details outside of the main arc, and didn?t connect with any of the characters because there was so little logical flow. It?s like they were trying for a blend of Souls-like and traditional storytelling but each approach was made weaker as a result.
It's not about narrative benefit, it's about the benefit of the open-world pacing. Putting a player in an open-world it stands to reason to not lock them down and punish them should they try to harnass the free-roaming setting during missions.
RDR2 does this at nearly every turn; there's all these things to interact with in the gameworld, but if you dare do it during a story mission 'mission failed'.
I personally haven?t been bothered much by mission structure in RDR2, because they?re unmistakably deliberate, designed for easy replayability and have fair checkpoints assigned. The only problem I?ve run into was when I wanted to finish looting bodies but had to follow someone to avoid a failure. RDR2 is an easier critical target because the story structure is so rigid vs the rest of the free roam content, but that?s more a testament to how much game there is beyond it than either TW3 or Horizon; budget be damned. I can only clear so many monster nests, bandit camps or holographic puzzles before it starts getting tedious. I haven?t hit that plateau in RDR2 yet after about twice as many hours because I?m still finding or doing something new.
Those monster nests, bandit camps, what-have-you's are optional and easy to ignore. The incessant horse riding
RDR2 isn't. The fact that there's an auto-travel, where you just look at the screen while the horse rides itself, says enough.
Rockstar needs to stop babysitting the player for fear that they're not going to experience the story the way they want them to, or just not make it an open-world.