this post was submitted on 27 Jun 2023
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Whether there's a mechanical clock or not is irrelevant, this is about roleplaying and immersion. The player should be able to play in a way that makes sense in-world without being punished for it.
A good open world game should have lower tension moments sprinkled along the main story so it gives the player time to chill and explore the world.
I named two outstanding open world games recognized as being in the top 5 games of all time that utilize the exact same plot mechanic, either the criticism applies to them (and you aren't) or its invalid criticism.
You bring up immersion... rdr2 is considered the most immersive game ever. Rightly so. You still have imperatives you can ignore.
They do and i am, lots of games have this problem, which doesn't make it less of a problem.
Though my point was mainly that the fact that "nothing actually happens if you wait" isn't the issue, but rather the fact that it doesn't make sense for your character not to always priorize the main quest.
I haven't played fo4 because they neutered the dialogue, but in 3 there are similar stakes with you trying to find your father, and although that game isn't perfect about this either, there are times where the lead gets colder, and others where it's hotter, this counts as a shift of tension like i mentioned.
But that doesn't change the fact that narrative and gameplay are almost always at odds with each other in open world games. Even if dialogue or game state changes a little there's no need for you to actually follow the story if you don't want. Compared to Majora's Mask where there's a very real time limit to push you towards progress in each cycle.
Yet that doesn't mean developers should just give up trying to reconcile the two. There are ways to fit them together in a more satisfying manner and it's a valid criticism to point out when they are not