[QUOTE="IndianaPwns39"]This is an interesting topic, because I always found open world games featuring a story that has a sense of urgency to seem silly giving you all these side quests to distract you from the main quest.
In terms of games like Skyrim, it doesn't really matter right at the beginning. Stop Alduin, or don't, whatever. If you don't want to do the main quest, you still get a rich world to explore at your leisure. Now personally, I was nearing the end of the game and then just went off and became a master assassin and leader of the Thieve's Guild, and no one seemed to care that I gave up the idea of saving the world from certain disaster, but it fits what the game wants you to do.
Now, Arkham City had this race against time story in which you could just ignore it for other race against time quests. Well, not sure what the Joker is up to, I definitely have to stop Strange, but if I don't do these damn puzzles then The Riddler is going to kill some people too... ya know what? Screw it all, I'm going to do VR gliding tests.
Now don't get me wrong, I appreciate all the content, I just wish there would be more effort involved trying to make the sidequests fit what's happening in the rest of the game.
Sushiglutton
The question is how to do that in a way that is not annoying for the player. I like that I can choose what to do next, with no time pressure. For me it falls into "it's just a game"-category, meaning that I can forgive this unrealistic structure because it makes the game play better for me. It's a bit like when you die and press a button to contiue. I don't really reflect over how unrealistic that is.Yeah, I'm not necessarily complaining, I just think it would be interesting to see a game try something different in that structure.
What if Alduin continued to grow stronger and attack humans and raise dragons while you were trying to romance someone in Skyrim? That would be unique. It would make the world and the story they were trying to promote feel more organic and life like.
I liked how whenever you made progress in Infamous 2 it would go into that screen telling you how close the Beast was, and while the Beast didn't get closer depending on how much time actually past, it was still a neat little novelty. I'd like to see something similar in a more serious sense.
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