Posted on 01/02/2018 at 01:26 PM
| Filed Under Blogs
I feel like this is less of a problem with the structure of these games, and more that it's the fact that every fucking game these days has this structure. Where once open world rpgs used to be a rare treat, and I'd really enjoy a Morrowind, a Baldur's Gate, or a Gothic II, now every fucking game is open world.
And every game is so fucking long. Every game feels like it needs to be 100+ hours. Every game wants to be your "forever game". Where once we'd take joy in a game asking us to traipse across the country side and talk to every NPC questgiver because it immersed us in the experience, now it takes us out of it, because rather than it being something that adds to the world, it's just a selling point. That drives home the artificial nature of the game world, that breaks our immersion, and that makes us less inclined to want to put up with the game wasting our time - even for the most noble of reasons.
Even when The Witcher 3 asks us to do it so we feel like we're inhabiting the world and entering a rich tapestry of immersion and narrative craft, it feels the same as when Assassin's Creed or Horizon: Zero Dawn asks us to do it so we keep playing to buy the DLC whenever it comes out.
Or at least, I think that's why I'm feeling this way. Which is a shame, because I love these types of games. Do you agree, or do you think it's a problem with the structure of Prey.
And since you mentioned Eve Online, have you played Guild Wars 2? It's by far and away my favourite MMO, and the one I've clocked the most hours in (nearly 900 at this point) because it respects my time. Quests are all contained to an area, you get them as soon as you enter the area, and they cross themselves off once you finish them. Even narrative quests generally don't ask you to go back to the questgiver (they do occasionally though).