I mentioned in my original post that there was a bribe (thank you for reminding me of specific context). However, that works for a couple reasons:SnakeTrousers said:Correct me if I'm wrong, but don't you need 2000 caps to get into New Vegas? Seems like a pretty spot-on example of exactly this trick.Thunderous Cacophony said:I second this. The problem with his idea is that if a game has a strong story, said story tends to flow naturally, and putting in artificial breaks is just infuriating.
Take Fallout: New Vegas. Great open world, tons to explore. The thing is, you know what your next step is at any time; Go to the Strip, find Benny, get involved in politics, etc. If you put in breaks saying, "You need more XP to talk to that person," it feels artificial.
Also, I think it's probably possible to pace the story around these breaks. For instance, Red Dead's narrative probably would have felt a lot less padded if you'd simply been forced to raise the money for the assault on Fort Mercer yourself instead of dicking around with Dickens for however many tedious missions.
You could also use this kind of design to add context to the player's actions. What if, once ////SPOILER//// John gets betrayed in Mexico and joins the rebels, the player was tasked with doing side missions to recruit people and help stir up the revolution around the province before any of the big cinematic battles can take place? Suddenly, you don't have to have as many filler missions, and the player feels more invested in the conflict.
Obviously there's the potential for irritation if you're using these kinds of breaks too often or without appropriate context, but used sparingly and thoughtfully I think they could add more to the pacing and immersion than they subtract.
1) By that point, if you've been doing the regular Fallout thing of scavenging everything within reach, 2000 caps is not a massive price. It's trivial to pay it straight off or go and visit a single nearby location and gain that much (heck, there's probably enough jobs from the Followers, Gun Runners, etc. just there on the outskirts to pay the entire fee). It slows you down, but it doesn't stop you in your tracks, point you away from the story, and say, "Go find something to do until you have the money. Yes, I know the only thing given about your character is that you want revenge on Benny, but you'll have to wait for that story to pay off. Enjoy your vault-raiding while wondering whether a real person could have found another way in."
2)It happens once. If you needed to raise the money every time you had to get into New Vegas, or if there were multiple bribes, I would have started chafing at the yoke (and it sounds like you would too). The way Yahtzee phrases it (and with the example of No More Heroes) he wants regular breaks in the story to do this forced world-exploring, which would shoot the pacing to hell.
Your Red Dead recruitment idea sounds like a good game, but I'm not sure if that was what the article was arguing for. If that were to happen, you wouldn't be doing whatever to gather abstract resources to unlock the next part, you would be following the story mission structure to gain concrete rewards (X joins your cause).
Gathering the resources for attacking the Fort sounds more open, but there would need to be the freedom to attack it at any time, possibly failing because you didn't have enough bullets, friends, etc., then going to gather more stuff and trying again. The strategy that the article puts forth just continues the separation between "open-world messing around" and the narrative, rather than bringing them together in a holistic manner.