BoboTheMighty
SasqWatch
|First of all, it is semi-open world, not open world. It has 5 explorable areas separated by load screens.|
So Fallout 3/NV, GTA's, Skyrim or any other Elder Scrolls with 10k+ loading screens coming for each building and filled with invisible walls/environmental obstructions, are exactly what in comparison?
|The story is a boring "Where's Waldo/Ciri" scenario where I go somewhere, ask about Ciri, get sent on a monster hunt to get info, get a little info, rinse and repeat.|
Great story analysis you've provided there. I suppose Dante's "Inferno" should be considered nothing more than boring piece of shit/repetitive walking simulator as well? What makes Wild Hunt's story exceptional is exactly the same…it is a masterpiece when it comes to characterization and storytelling, not because it emphasizes a grandiose purpose behind the protagonist or the main story.
|No matter how well represented and acted, the quests are still purely of the fetch/and kill 1-10 of these variety that reminded me far more of a MMORPG than a single player game."|
This is flat out nonsense…many side quests start simple, but evolve into stories of their own, they can affect the main story, have immediate and later consequences in the game, are carried by characters with different and conflicting motivations that change over the course of the quest…and you equate this with "Fetch x/Kill Y" MMO quest design? Learn how to troll better, if you don't want to make yourself an even bigger fool than you already are.
|The controls are clunky, you can only play Garrett the way they want you to and because of the level requirements for many quests, you can only do them in a certain order.|
Who is Garret?
|Combat is repetitive.|
Very intelligent and in-depth game play analysis.
|The world is static and non-interactive in a way that should embarrass CDPR considering the Elder Scrolls has had better object simulation since Morrowind.|
Characters in the world are more dynamic, interact with each other and the player more intelligently, the world has handcrafted and atmospheric environments, far better composition and organic design than any other open world game, as well as a more interactive and immersive ecosystem. Ask any urbanist or geologist on this planet, which video game open world excels above others in design, and you'll receive exactly the same answer.
|People have no reaction to you just walking in and stealing their stuff.|
Compared to everyone going berserk for stealing their favorite spoon in Elder Scrolls, or paying some money to the guards for eradicating half a city? Or pinching their clothes off while they're still wearing it? Or all present omniscience of the guards?
|There are large cities and many npc's, but so what?|
Sure…who needs well designed settlements and plenty of characters in an open world game anyway?
|Most of the doors are locked, and most of the npc's are little more than window dressing.|
Because Novigrad alone has more buildings than entire Skyrim/Gothic series put together. Not every character needs to have interaction with the player, and how many in Skyrim had actually anything meaningful to say, aside from the same inane, repetitive babbling?
This is why I love gaming community that suffers from no shortage of juvenile degenerates who try to shit over a game without even knowing the name of the protagonist of the game that he is trying to "criticize"…and in the end, the fool doesn't even realize that the only thing he had accomplished, is displayed his ignorance on the matter.
So Fallout 3/NV, GTA's, Skyrim or any other Elder Scrolls with 10k+ loading screens coming for each building and filled with invisible walls/environmental obstructions, are exactly what in comparison?
|The story is a boring "Where's Waldo/Ciri" scenario where I go somewhere, ask about Ciri, get sent on a monster hunt to get info, get a little info, rinse and repeat.|
Great story analysis you've provided there. I suppose Dante's "Inferno" should be considered nothing more than boring piece of shit/repetitive walking simulator as well? What makes Wild Hunt's story exceptional is exactly the same…it is a masterpiece when it comes to characterization and storytelling, not because it emphasizes a grandiose purpose behind the protagonist or the main story.
|No matter how well represented and acted, the quests are still purely of the fetch/and kill 1-10 of these variety that reminded me far more of a MMORPG than a single player game."|
This is flat out nonsense…many side quests start simple, but evolve into stories of their own, they can affect the main story, have immediate and later consequences in the game, are carried by characters with different and conflicting motivations that change over the course of the quest…and you equate this with "Fetch x/Kill Y" MMO quest design? Learn how to troll better, if you don't want to make yourself an even bigger fool than you already are.
|The controls are clunky, you can only play Garrett the way they want you to and because of the level requirements for many quests, you can only do them in a certain order.|
Who is Garret?
|Combat is repetitive.|
Very intelligent and in-depth game play analysis.
|The world is static and non-interactive in a way that should embarrass CDPR considering the Elder Scrolls has had better object simulation since Morrowind.|
Characters in the world are more dynamic, interact with each other and the player more intelligently, the world has handcrafted and atmospheric environments, far better composition and organic design than any other open world game, as well as a more interactive and immersive ecosystem. Ask any urbanist or geologist on this planet, which video game open world excels above others in design, and you'll receive exactly the same answer.
|People have no reaction to you just walking in and stealing their stuff.|
Compared to everyone going berserk for stealing their favorite spoon in Elder Scrolls, or paying some money to the guards for eradicating half a city? Or pinching their clothes off while they're still wearing it? Or all present omniscience of the guards?
|There are large cities and many npc's, but so what?|
Sure…who needs well designed settlements and plenty of characters in an open world game anyway?
|Most of the doors are locked, and most of the npc's are little more than window dressing.|
Because Novigrad alone has more buildings than entire Skyrim/Gothic series put together. Not every character needs to have interaction with the player, and how many in Skyrim had actually anything meaningful to say, aside from the same inane, repetitive babbling?
This is why I love gaming community that suffers from no shortage of juvenile degenerates who try to shit over a game without even knowing the name of the protagonist of the game that he is trying to "criticize"…and in the end, the fool doesn't even realize that the only thing he had accomplished, is displayed his ignorance on the matter.
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