Lucas Versantvoort / 15 Oct 2015
Having played The Witcher 3 for dozens of hours, I
find myself at a loss at what to think about it. On the one hand, it's an
epic game that's jam-packed with content, quests, voice acting and so on. Even
if you dislike the game, you can't deny that a lot of effort went into it. On the
other hand, the game exhibits the same flaws as many big RPG's. The game's size
helps mask this however.
After playing and greatly enjoying
The Witcher 2, I quietly joined the ranks of those anxiously awaiting its
sequel. Slowly but surely, information started surfacing, some of which
revealed the game would feature a huge open world. I salivated at the thought:
it'll be everything The Witcher 2 was, only bigger. Yet, bigger (as many a
James Cameron film has pointed out) is not always better. I'd seen this take
place before: games trying to balance story and open world game design and
failing miserably.
Dragon Age: Inquisition attempted
the same thing. After the Dragon Age 2 debacle, BioWare announced the third
entry would be massive and feature an open world. Again, I relished the
thought, because at least it meant the game would be several times the size of
the tiny Dragon Age 2. At least they were putting in the effort. The end
result, however, alternated between inspired and boring/aimless precisely due
to BioWare's aim of combining their knack for storytelling with their newfound
fondness for open worlds. What we ended up with was a game that had to grind
its storytelling to a halt purely because of its open world game design. This
resulted in hours and hours of searching for ingredients and doing other
meaningless busywork that didn't have any real impact. Sure, you were rewarded
with war funds or you got some message that your forces were bolstered, but it
didn't feel real. On the one hand you had the main story missions and on the
other all the side quests that BioWare desperately tried to link back to the
main storyline by giving you some wordy explanation that your gathering of some
plants helped bolster your forces...somehow. But that's all words. It all felt
detached from the main storyline and the feeling of building a sizeable army.
What's worse is that all these side
quests and exploration actively detracted from the key BioWare elements: story
and characters. I remember completing side quests in one large environment for
several hours and afterwards I realized that my companions, who could sometimes
be chatty, had been utterly silent the whole time. Not only was I wasting time
with meaningless side quests bereft of any story, my followers didn't have
anything to say. They were speechless, and so was I.
Also, the open game design didn't
work in terms of tension, story-wise. The story revolves around a race against
time to stop a mad demon, but the amount of player freedom detracts from the
tension this is supposed to generate. Sure, the game tells you time is of the
essence, but deep in your heart, you know that you could spend the next
dozen hours collecting herbs and nothing would be different. This is the key
problem when combining story with open game design: the freedom of open world
game design contradicts the forward momentum of a narrative.
Now, after that short detour, let's
get back to The Witcher 3. Several years in development, it was released to
great acclaim by pretty much every gaming website and understandably so. It's a
game that can easily suck you in. GameSpot's Kevin VanOrd was right when he
emphasized the fact that many side quests had meaningful content. They weren't
merely boring fetch quests, but possibly contained some intriguing stories.
Here, CD Projekt Red definitely went the extra mile. By populating their world
with actual stories worth discovering, they prevented their game from becoming
a large empty sandbox.
However, the game suffers from the
same problem Inquisition did: the main storyline doesn't mesh well with the
open world. The main storyline revolves around Geralt going on a cross-country
trek to find his lost lover, Yennefer, and their surrogate daughter, Ciri, whom
the strange beings known as the Wild Hunt have taken a great interest in. The
story is structured as a chase, a race against time (like Inquisition): find
Ciri before the Wild Hunt does. This takes up the lion's share of the story
and, unsurprisingly, it structurally conflicts with the open world design: I
know I should find Ciri asap, but let me just quickly solve this murder
mystery. Even if such a side quest turned out to be the most involving murder
mystery you've ever experienced, it still wouldn't make sense in the bigger
scheme of things.
This issue doesn't just plague The Witcher 3, but many
if not all RPG's. In between story missions, you're always left to your own
devices, free to explore the world around you, while the storyline and all its
characters quietly wait for you to continue the story. It doesn't make sense,
but you learn to live with it. The Witcher 3 is the latest enormous RPG that
doesn't
As for a solution, that's a tough
one, because it would seem to imply that the only way to make a story fit in an
open world...is to do away with the open world. A dramatic storyline will
always carry some forward momentum that would require the next mission to
quickly follow up on the previous one. Say a GTA mission ends with you being
called up and told to get your ass to location Y pronto, story-wise it wouldn't
make sense to wait. Your character would immediately go to location Y, not do
some side missions and when asked what took him so long, say 'I got bored and
wanted do some side quests.' (GTA is not strictly speaking an RPG, but you get
the idea.) Yet, many games allow you to go on your merry way in between
missions even if those missions suggest they should be finished asap, because
someone's life depends on it or something.
The only solution I can think of is
to diminish the opportunities for exploration. Analyze your story and only
allow the player to explore when it makes sense story-wise. This definitely
isn't a catch-all solution as it depends on the story you're trying to tell. It
would be impossible to apply to The Witcher 3 as your main objective is pretty
much always to chase after Ciri. Story-wise, that means there's little to no
wiggle room to insert some exploration time. As I said, it depends
on the story.
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