- Apr 5, 2021
- 174
- 892
I might agree with the percentages, if what we were talking about were the "Roads" you would travel down, to reach the important aspects of the game.Snip
But we're not. Right now, out of three exits from the starting location, 1 of those is road to no-where, 1 you only need to go half way, and only the third is relevant to this map of the plot.
We're not talking road-side attractions (IE, your side quests, thank you, by the way, for sighting the Witcher when it was the example I used as the "Don't get on my back about this"), we're talking the devs making roads, with no end points.
Why aren't story beats at the end of each of the three branches? Hell, why aren't even side-beats, like companion quests, at the end of these paths? Why does Cait's quest (bare with, I know she's repugnant), only require you to dip your toe into Harvest valley, instead of send you on a journey to go and see the horse-folk, and on the way you could deviate to encounter Zo, Pupperidge, and the centaurs? Because at the moment, you won't encounter any of those if you go South to complete the only quest which is tangentially story relevant, because it's just a sharp west turn, and you're done.
Precious dev time has gone on making roads to no-where, instead of having a steady goal of getting to the end, and making the journey fun along with way. Think about an open world game, like Witcher 1/3, they make you go into the open environments as part of the main quest, and then fill them with distractions for you to indulge in if you like. This design, is just making distractions from the main story, that do not tie in at all.