Danbo Jambo said:
I'm just in Novagrad now and, whilst I agree it's better, it's also helped me figure out what is killing the game as an RPG for me - to me it's a sandbox game. Basically, every NPC you can interact with has a marker or comes via a quest, and that just KILLS any real RPG feel for me.
Eh... That's kind of the opposite of a sandbox then. Sandbox is about letting you run around and do what you want, non-sandbox tends to make you follow the quest markers without the freedom to do what you want. I'll agree TW3 is partially sandbox, but not for that reason. That's more a convention of non-sandbox RPGs.
As for NPCs and quest markers... I really don't see much different in most games. DA:O, Skyrim, Mass Effect, KotOR, TW2... Almost every character with dialogue was a part of some quest or other, or otherwise a barkeep, merchant, or minigame player. There were one or two there to give tips in an in-lore fashion too, but most generic NPCs in all the games had the briefest of brief interactions, if any. It comes with the territory of CRPGs. Its also a fairly reasonable non-sandbox game design choice, where you will generally want to direct players towards the content, rather than hide it and frustrate them by making them run around for a while trying to find this cool quest they'd heard about.
And not every worthwhile interaction comes with a marker. Most do, but some of my favourite and most brilliant parts of the game have come around from just finding some place where an interesting side quest took place, or doing an investigation as a part of what seems at first to be a normal quest.
The whole game feels more like Assasin's Creed than it does TW2/DA:O etc and, because of how it's so mathmatically & predictably setup, I just don't find myself paying attention to anything else around me. I just look at the minimap and run towards the next objective as I know everything worthwhile is quest related, so just avoid the rest. But that avoidence still takes time and interferes with my enjoyment.
Honestly, I did the exact same thing in TW2 and DA:O. Most, if not all, games these days are mathematically and predictably set up, because if they're not it tends to frustrate people. Some more exploration focused games do exist, but generally you want people to be able to find and experience the content they want to enjoy, rather than have to alt-tab constantly for online walkthroughs to its location.
Those dialogue options are far less fun than TW2 too. TW2 wasn't perfect, but I've lost count of the amount of times I may have well not been presented with any options.
By and large this is because Geralt is a pre-written character. Much like you don't choose the dialogue choices of Allistair when he's in your party in DA:O, you don't choose everything about what Geralt says. He gets some choices in some situations to reflect the different sides of his character, and give the player some agency, but he will always be Geralt, and sometimes there are just things he will or won't do, or ways that he will react to a situation because of his character. And that's part of roleplaying too. I mean I guess they could have given you multiple options and a DM that says "No, you can't say that, that's not what your character would do" when you pick the wrong one, but that would probably annoy and confuse more than help.
Still ploughing through, still semi enjoying it, still coming across occasional bit of brilliance, but said brilliance is just so damn thinly spread now. Current rating would be 7/10.
Eh, it may not be the sort of game for you then, but not because its open world. Its an RPG where you're playing an already made character, and thus end up railroaded at times, and its story focused rather than map exploration focused - you're guided to where the story content bits are, rather than told to go find them. If anything, these complaints don't sound like it isn't focused enough, but like its too focused for your tastes - outside all the damn ? marks that really need to just get removed from the game. And that's something I'm also rather getting annoyed at these days - the focus on making things very upfront and basic and requiring minimal thought, rather than actually giving the player a mental challenge; just reflex ones. Exploration-based games are on the decline, and by that I don't mean big open world sandboxes with lots to see in them but markers for where everything is and no real exploration required to advance, just mashing the Attack button at enemies in some kind of quest I'm looking at you bloody Skyrim... Ahem. But exploration games in the sense of having the player look around the world, discover things for themselves, and then use that knowledge to progress, rather than quick reflexes or grinding. But that's a different problem to the open world rise, and its a problem becoming endemic to society as a whole; TV shows will explain what just happened on screen in case you didn't get the subtle signals being sent, as will movies. Darth Vader's infamous added "Noooooooo" in Ep 6 exemplifies this. Some say what's the harm, but its often insulting, and doesn't engage me as much as more natural actions would.
It sounds like the perfect storm of not quite what you'd like, which I'm getting a feel of being exploring the world, rather than exploring the map. And thankfully some games like that do still exist, but yeah, they're getting rarer, and its not likely to be the AAA industry that asks its players to think and solve puzzles to progress. As said, its different to the open world issue, but its another shift that's been happening for a long time sadly =/