Death is the ultimate cure for cancer.
I meant as in, I as a player don't need to be able to make changes that dramatically alter the game world in which I am playing and alter the story beats that I'll hit.
I don't like having to make a decision that may lock off entire areas or missions in the game. I no longer have time to devote a replay of a 60 hour game so that I can experience a different story line.
Otherwise, yes. The stakes the character faces in the story don't always need to be "save the world."
Personally, I am playing the game to enjoy the story of the character I am playing as. Not to play as me and make my own personal decisions.
I gave that hope up years ago.
He backed himself into a corner and doesn't want to admit that he can't fit it all into a final book and/or just doesn't enjoy writing that world or story anymore.
It would be nice if he released an outline or draft. He probably could have milked that since I know I'd have bought both a draft and the final book whenever he finished it.
I want a corridor. It means they actually have to tell a story. Open worlds are too often mostly a large collection of lore for you to slowly read and tease out. But world building and lore doesn't make a game. For many of us, it's about the journey and story. I don't need to make world changing decisions when I'm playing "hero." I want to know heros story with all its cliches and tropes. Give me puzzles to solve, challenges to overcome, and entertaining gameplay instead "choose your own adventure." It's like the industry collectively decided that player agency, open worlds, and having options that changed how the story went somehow is what made a game good.
Yea. I feel it's a little underpowered. But I've got retroarch on it. It's nice to be able to easily get psp and psvita games on it. Even if half are psx ports.
It's become my main gaming machine at the moment. But I'm not much of gamer.