By using this site, you agree to our Privacy Policy and our Terms of Use. Close
tokilamockingbrd said:
LordLichtenstein said:


And with that, the story becomes "secondary", it is no longer the priority and that is what ruins these types of games for me. 


If A is in immediate danger, I must save A now. Not after five side quests, crafting items or leveling up and what not. NOW!


Ya the key point was "In the Witcher". In some games like AC, Far Cry and other I feel it really hurt the game over all. They need to develop a mechanic where the story directs you to randomily expore. Its almost always someone is about to die BUUUUUUUUUUTTT I really want to just roam around and capture Broadcast antennas....


In my opinion, it is up to the "writers", "mission desingers?" and "level designers" to find a solution for this problem, because there is no way in hell open-world games will ever move foward with its story telling, if they don't come up with something.

I mean, just look at Uncharted for a sek. Look at how the level designers have opened the map, presenting the player with the sense of openness and choice. In the E3 demo we can see how the mission designers takes full advantage of the map, we see that you can approach the mission in different ways, yet maintain the level of tension the story requires.

The writing makes everything come to life. Sully comments on everything basically, to you drive down one path, you going into fences, TURN RIGHT!, interacting with people (first time driver here) and so on. 

I mean, this is just incredible.