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HoloDust said:
SvennoJ said:

RPGs only work because of the illusion of choice rather than actual choices. Otherwise you end up with clumsily AI scripted quests to fit your responses.

VG RPGs are like that because they don't have GMs to run the world and are too reliant on developers "story", while in properly constructed RPG, to paraphrase wise man., "story is something that happens when your players don't engage with your world". So properly done RPG should have world and narrative tensions, and players that act in it.

True, the best times in open world games are when following your own path, creating your own story. TotK does it pretty well at the cost of breaking the main quest's narrative tension.  

I don't know if narrative tension is possible with true freedom. It's not even possible now since any urgency is either inconsequential or leads to failure or missing things. I enjoyed WoA's detective Death in the family' mission a lot, but failed the first time since things move on on their own. So replay, but then all the tension is gone. How do you make a good DM making it feel like you're not in the Truman show, ie everything only happens because you're there.

Oblivion experimented with NPCs doing their own thing. It was interesting and also annoying. Where the heck is that guy I need. Which also happens in TotK, trying to find the NPC or wait for timed events. But if NPCs would be able to answer questions, like where is the baker and give some useful directions it could work a lot better.