Fallout 4 & Witcher 3 Both Made The Same Mistake

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As with most RPG, players will be tasked to complete a series of the main quest as well as some side quest on the way. To make the game for immersive, the developer will create a story that is quite crucial and time sensitive but within reality, players could actually take their own sweet time with the game despite the situation they are in.

Some fans are saying that developers should make games that are as time sensitive as the story itself. Like in Witcher 3 when Ciri was in great danger, it did not make sense that Geralt would be running around helping others and killing monsters instead of focusing on Ciri.

The same can be said for Fallout 4. While we understand that that was to give the players a better understanding of the world as well as some extra gameplay time without actually having to drag out the story to an unreasonable length. Some players are saying that they feel less immersive because of it.

So what do the fans want? They want CDPR and Bethesda to create a game like Skyrim where the story is revealed bit by bit as you progress through the map and that should make all the side quest more believable.

The thing is, we do enjoy the freedom to explore the world in games like the Witcher 3 and while it does not make sense story wise, it does give us a sense that we are in control and the freedom is ours.

What do you think?

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1 Comment

  1. Javier Zumaeta

    April 7, 2017 at 5:45 pm

    100% agree, and I agree this problem keeps on occurring due to unimaginative game design. Witcher 3 does a better job than Fallout – Geralt is a for-hire monster killer, it’s what he does, so it makes more sense for Geralt to take a contract to make some money to buy a craft a new sword so he can battle the main bad guys than it does for Fallout’s character to build a community and stop looking for his son. Nonetheless, the critique still applies.

    There are solutions that can be found – Breath of the Wild has found a great solution by giving you setting you completely free in the world and giving the player to discover the missions and path to complete the main task themselves – We don’t know how to defeat Ganon, so it’s a necessity to go explore, meet people and allies until you get stronger.

    Witcher 3 can use a similar solution. For whatever reason, thirst for adventure, need for money, wanting a new sword whose instructions were recently discovered, Geralt decides to unretire, and go about the world taking contracts – as he takes contracts patterns evolve, and a bigger and bigger story unfolds.

    Another solution is to give the story beats in the story where Geralt has to wait for an event to happen, and gives the player, say, 3 game hours to go do whatever they want. A ship from/to Skellige for instance, won’t arrive for 2 game hours, or a spell won’t be completely lifted for 1 game hour, giving the player time to go do something else. This way it feels organic. Once these events are ready, the player HAS to go do them in time.

    Just some ideas. Great article. Great to see other people are aware of this downside in current games