John2290 said:
Slimebeast said:
But Witcher 3 is not an RPG, it's an action-adventure game masquerading as a Western RPG.
Witcher 3 plays exactly like Red Dead Redemption, and it's ridiculous how seldom such an obvious design choice is mentioned. The Polish Project RED guys took so much from thier beloved Red Dead.
Witcher 3 limits all the RPG mechanics so that it plays out just like an action-adventure game. There is no meaningful leveling up or customization because everything is restricted to the minimum by the developer (leveling, experience, skill tree, equipment options, skill options, loot, alchemy - it's all restricted and controlled by the developer).
Witcher 3 is an extremely controlled experience, just like modern game design dictates, but with the illusion of choice. Witcher 3's choice is only in the story path, there's nothing else. It's not an RPG.
Oblivion is an RPG, Skyrim is still an RPG, but Fallout 4 and Witcher 3 are not.
This is the scandal of game journalists, that they are unable to identify these things (about Witcher 3).
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I hope you're trolling. I have spent over 400 hours on that game now plus the expansions and the next best thing in terms of choice is Divinity OG or some other modern Arpg and even with that said the witcher 3 is a cinematic experience rivaling that of linear focused games like Uncharted at the time of release. The RPG mechanics are tied up in the crafting, potions and mutons and get pretty deep.
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No trolling. It's a bit sad that after 400 hours with Witcher 3 you haven't discovered how meaningless the customization in the game is, and how it plays out the same no matter what you choose.
Witcher 3's strength lie in the excellent quality of its quests and that you have meaningful choices with true impact. But that doesn't mean that the game excels on these other fronts, and it's definitely not this revolution in RPG design that sets a new high standard everyone else will have to follow.
The RPG-system of Witcher 3 is such a controlled, superficial and meaningless experience. These developers really decide a lot for you. It's just hidden in clever ways. But if you study the design you'll see. Skills, upgrades and items in Witcher 3 are mostly for show, with little impact on gameplay.
Have you noticed that Xp is almost entirely gained through the main quest? This is because the developer wants to to ensure the player is properly leveled whenever he decides to take on the main quest again. The result is that you can't be overleveled, you can't be underleveled, it will always play out the same way, just like an action-adventure game works, like Red Dead Redemption. So what's the point of levels? They're just an illusion in Witcher 33.
The developer put hundreds of restrictions in skills, items and upgrades to ensure perfect balance so that no player can choose "wrong". The effect: you go from RPG to action game.
Areas are locked, high lvl monsters are locked away, gear is locked away and the skill tree is artificially locked. They even have a "toxicity system" just to prohibit the player from becoming too powerful in combat. Limiting the amount of potions you can carry apparently wasn't enough.
Limited potion slots and toxicity are there only to control the player's health regen in combat. In Fallout you can eat as much food and drugs as you like.
Weapons in Witcher 3 are leveled which prevents the player from ever getting a powerful weapon relative to his level. 99% of the items you find are useless junk.
The skill tree is tightly controlled, and no matter what build you go for, it will play out almost the same way. You can't really specialize in something. There are small but nice looking skill trees in this game that you can carefully deposit points into, but even if you avoid them altogether the game will play almost identical .
Despite its open world, Witcher 3 even decides which enemies you can take on and when. Try to take on an enemy 7 or more levels above you, and the game artifically reduces your damage to literally 1 with each attack on that enemy! You're just not supposed to attack him until you've reached the developer's artificial threshhold.
Large parts of the world in Witcher 3 are closed off until the game decides you are ready to see them. In Fallout you can go everywhere you like.
A little about the world design too. I just don't understand how it has gotten so much praise. It feels simply artificial with these generic enemy nests conveniently sprinkled every fifteen meters. And the landscapes get borting very fast, it all takes place in a Medieval Polish countryside (until the expansion which is more Medieval France).
What upsets me is that our seemingly incompetent gaming press are unable to identify these things! They spent long time with the game getting wowed by the graphics and the edgy morality, the exciting quests and the alternate endings, so they played through the whole game without realizing that an RPG had been changed to an action game, into Red Dead Redemption in Poland.
And still now in hindsight almost nobody is discussing this! (I'm extremely happy and thankful that HoloDust at least partly seems to be with me on this)
Dragon Age: Inquisition used some of these restricion tricks with their last game, but my big fear is that the combination of Witcher 3's success and the criticism that Fallout 4 got, will pressure Bethesda to redesign its systems and mechanics from the ground up, and essentially take away all meaningful choice away from the player, streamline all the RPG systems and instead focus on a more engaging story, multiple endings and ensure that the characters show contemporary morality and awareness of social justice issues (ugh).
The problem is this: if journalists and reviewers ignore their role to scrutiny and analyze and therefore don't identify these tricks and limiting design choices, and don't inform the players about it, then players won't even know that their freedoms have been taken away. The only way to get change is if the market starts demanding more freedom, because it's very much in the developers interest to design the games with this tight, controlled experience for a multitude of reasons.
Sigh. We're witnessing the next step of dumbing down.