Showing posts with label The Witcher 3: Wild Hunt. Show all posts
Showing posts with label The Witcher 3: Wild Hunt. Show all posts

Wednesday, April 11, 2018

The Witcher 3: Wild Hunt Analysis

The Witcher 3: Wild Hunt Analysis

The Witcher 3: Wild Hunt Analysis

David Hunter

April 11, 2018

1 Overview

The Witcher 3: Wild Hunt is an action RPG developed and published by CD Projekt Red in 2015, with 15 small pieces and two main pieces of DLC published over the course of the next year. It is the third and potentially final game in the Witcher series, and concludes Geralt’s story which was begun in The Witcher from 2009, and continued in The Witcher 2: Assassins of Kings from 2011. This trilogy is based on a series of novels and short stories by the Polish author Adrzej Sapkowski.

2 Formal Elements

2.1 Players

The player takes control of Geralt, the white-haired mutant monster hunter from the previous two games. By now, Geralt has recovered his memory and is days from tracking down his on-again off-again lover, Yennifer. Geralt is controlled as a third-person avatar, just like in the previous games, but features more advanced movement, as he can climb many objects, roll, dodge, ride a horse and swim. At certain times through the game, the player will also take control of Ciri, Geralt’s adopted daughter, who has only been referenced indirectly and briefly in previous games. Like those games, The Witcher 3 is a strictly single-player experience.

2.2 Objectives

The player’s initial task is to gather clues about where Yennifer is and has gone. Completing this objective functions as the tutorial of the game, since the player will have to investigate several areas, complete a monster contract or two, and gather ingredients in the world, much as in the main game areas of Velen, Skellige, and Toussaint. Upon finding Yennifer, the player is given their real objective: find his adopted daughter, Ciri. The player will spend most of the game completing branching quests that lead to her.
Along the way, of course, Geralt also has many opportunities to change people’s lives. Like in previous games, these are rarely straight forward. Early on, Geralt has the opportunity to brew a witcher’s potion in order to heal someone, even though witcher’s potions are normally deadly to ordinary humans. Should the player take this chance, an acquaintance of that person will confront Geralt later on, telling him that although the patient survived, now they are a shell of a human being.

2.3 Rules

Like most RPGs The Witcher 3 has a complicated rule set.
2.3.1 Stats and Leveling
Geralt starts with 3500 Vitality, and for each level up he gains 100 Vitality. Each level up also gives Geralt one skill point to spend, and potentially unlocks an ability slot in his active skill tree. Geralt can also gain skill points by activating a Place of Power for the first time.
Skills are organized into groups, categories, and tiers. There are four main groups: Combat, Signs, Alchemy, and General, and inside each group, there are categories:
  • Combat:
    • Fast Attack
    • Strong Attack
    • Agility
    • Defense
    • Battle Trance
  • Signs
    • Aard
    • Yrden
    • Axii
    • Igni
    • Quen
  • Alchemy
    • Brewing
    • Oil Preparation
    • Bomb Creation
    • Mutation
    • Trial of the Grasses
Each group and category is also divided into tiers: 8 points must be spent on abilities in the first tier of each group before the second tier unlocks, and 20 and 30 cumulative points must be spent to unlock the third and fourth tiers, respectively.
In order to receive the benefit of an ability, it must be placed in the active skill tree. Once fully unlocked, there are four places for mutagens, and 12 places for abilities. The abilities are grouped so that three abilities are linked to one mutagen. Mutagens come in three colors: red, green, and blue, which match to Combat, Alchemy, and Sign abilities. Each ability that matches the mutagen’s color will contribute a bonus to that mutagen’s category: red mutagens increase sword damage, blue mutagens increase sign damage, and green mutagens increase vitality.
2.3.2 Combat and Magic
The Witcher 3 continues The Witcher 2’s combination of Dark Souls and Batman: Arkham Asylum style combat. The Witcher 3 attempts to have the weightiness and precision of moving, dodging, and hitting in Dark Souls and the cinematic flair and acrobatic finesse of managing multiple opponents in Batman: Arkham Asylum. Both light and strong attacks can be interrupted by a dodge or a roll, which is the main saving grace of the combat system. Geralt’s attack animations, although graceful and fluid, also take a great deal of time to connect with the enemy, during which time it is very likely that that enemy or another one will launch a much quicker attack against Geralt.
Bombs, signs, items, and potions may all be used during combat, with the exception of putting a rune on Geralt’s weapons or armor. Items and signs may be changed in a menu which slows down time dramatically, but not completely.
Four quick use items, such as food or potions, may be equipped at the same time and switched between during combat. One steel weapon and one silver weapon may also be equipped and switched between on the fly. Two types of bombs and two special items, such as a mask or torch, may also be equipped.
2.3.3 Crafting
The Witcher 3 features a detailed, comprehensive, and thorough crafting system. There are approximately 100 individual components which can be bought or harvested around the world, which can then be combined into several thousand different items, some of which can be further combined into other items. A similar, though less extensive system can be found in The Witcher 2. However, any composite item in The Witcher 3 can be dismantled into its constituent parts, which be be sold or used to create other items.
2.3.4 Areas
The Witcher 3 is divided into several large open areas: White Orchard, Velen and Novigrad, Skellige, and Toussaint. With few exceptions, the player is free to wander anywhere at anytime, although the level of enemies and monsters in some areas might make it nearly impossible to do so for lower level players.

2.4 Procedures

2.4.1 Leveling and Upgrading
The designers followed their choice from The Witcher 2, and greatly reduced the amount of experience Geralt receives for killing humans and monsters. Instead, most of his XP is derived by completing quests. Indeed, since Geralt is over 100 years old, and has spent much of his life traveling and slaying monsters, he is basically as proficient in it as he can be. This also makes it difficult for the player to engage in typical RPG behavior, such as farming for XP by repeatedly killing monsters in an area. It is usually faster to find an appropriately leveled quest and complete that, and the designers have put the requisite effort into making the dialogue, environments, and choices involved in completing such quests quite interesting.
Crafting, both involving potions, oils, and bombs, and making weapons, armor, and runes, also plays an important role in the game. Weapons and armor can greatly affect Geralt’s ability to give and withstand damage of different types, and potions, bombs, and oils can completely change the difficulty of a fight when used appropriately.
2.4.2 Exploring
The maps of White Orchard, Velen/Novigrad, Skellige Isles, and Toussaint offer diverse environments including rolling hills and flat fields of farmland, rivers and lakes to explore the depths of, caves and ravines near mountainous terrain, and dark mysterious forests hiding bandits and monsters. These maps feature loads of hidden stories built into environmental clues. While exploring the coast of Velen, Geralt will stumble across pirate camps, and within the camps he can discover notes from the pirates explaining why they choose those places, and letters or notes from the farmers and fishers who the pirates killed which explain what they were doing there before their untimely deaths. This is just one of the many areas which CD Projekt Red has made cohesive through the use of these story-telling devices.
Geralt can also find dozens of location-based quests, uncover countless monster nests, bandit camps, locations of power, and elven ruins.
2.4.3 Boss-Slaying
As Geralt investigates monster attacks during witcher quests, and at certain points throughout main story quests, Geralt will have to engage in what amount to boss battles. The investigation sets the stage for the boss battle by providing clues as to what monster Geralt might have on his hands, and what its strengths and weaknesses might be.
The battle itself will play out depending on how well you pay attention to these clues and use them to defeat the monster.

2.5 Resources

2.5.1 Abstract
  • Health: Health starts at 3500, and the player gains 100 points for each level up. When Health drops to zero, Geralt dies and the player must reload a save file. The only exception is when Geralt is killed by city guards: in this case, he is knocked out and loses some money. Geralt can regain his health by using potions, eating food or drinking beverages, and on easier difficulty settings, he can regain it after meditation.
  • Stamina: Geralt can cast signs, run, and dodge using stamina. Outside of combat, it regenerates quite quickly, but when facing enemies, it takes several seconds to regenerate fully. Signs can only be cast when the stamina bar is full, and use up the entire bar once cast.
  • Toxicity: Witcher potions give Geralt game changing bonuses and abilities, but they come with a downside: the more potions active and the more powerful the potion, the higher the toxicity. Higher toxicity levels reduce Geralt’s health and could lead to death, but toxicity levels gradually drop over time.
  • Adrenaline: Geralt gains adrenaline points during combat by damaging enemies. Adrenaline increases the damage Geralt does, and can even unlock special attacks if the appropriate skills are known.
  • XP: Geralt gains XP primarily through completing quests, but he can also gain limited XP through killing enemies. From levels 1-10, it takes 1000 XP to level up, from 11-20 1500 XP, and from 21 and above it takes 2000 XP. Each level up grants one skill point.
  • Skill point: Skill points can be invested in the abilities
  • Abilities: The abilities have been described briefly above. Each ability requires one skill point to unlock, but the ability’s tier must also be unlocked by having the required number of skill points invested in that category.
  • Level: As Geralt completes quests and slays monster and bandits, he gains XP, which works as described above.
2.5.2 Physical
  • Money: There are several different currencies in The Witcher 3, however, only one can be used for buying and selling items. The others must be converted at a bank.
  • Food and Drink: There are many different consumable items, each of which have slightly different effects.
  • Materials: There are hundreds of different crafting and alchemical components, which can be combined at crafters to make weapons and armor, or which can be received by dismantling unneeded weapons and armor.
  • Weapons and Armor: There are three main classes of armor: light, medium, and heavy, and they each offer different amounts of protection. Weapons come in several different groups as well: there are crossbows, steel swords, silver swords, axes, clubs, and maces.
  • Books, Recipes, and Diagrams: Recipes for oils and potions can be found throughout the world or purchased at vendors, as can diagrams for new weapons and armor. There are countless books, letters, and notes, some of which are crucial for completing main quests or side quests.

2.6 Conflicts

2.6.1 Stat Point Investment
The player is granted one skill point per level up, so deciding which ability to unlock or increase can have a dramatic effect on gameplay.
2.6.2 NPCs
It is not possible to make everyone happy all the time. Through dialogue choices, Geralt will inevitably make someone unhappy. This may close off further quests for that person, lead to a fight, or some more complicated outcome.

2.7 Boundaries

2.7.1 Stat Point Investment
All skills have a set number of points that can be invested in them, and as mentioned before they are organized in tiers which are locked through different amounts overall stat point investment in the category. Further, Geralt has a limited number of mutagen slots and ability slots, so although Geralt could learn all the abilities, he can only have a maximum of 12 abilities and 4 mutagens (plus one extra mutation and 4 extra abilities if the player has completed an optional quest in the Blood and Wine DLC) activated at a time.
2.7.2 NPCs
Most NPCs are not attackable or killable. This makes sense as no matter what kind of Geralt the player decides to play as, he would not be one to indiscriminately slaughter innocents.
2.7.3 Swimming and Climbing
Geralt has limited ability to climb on objects in the environment. Normally, these are marked with white shading on the edge of the climbable object, which could be interpreted as fungus or as guano.

2.8 Outcomes

The Witcher 3: Wild Hunt has several main outcomes, depending on the player’s choices. These include changing the fate of Geralt and Ciri, who will be king of the Northern Kingdoms, and of course which (or neither) of the main love interests Geralt will be with at the end.

3 Dynamic Elements

3.1 Time

The Witcher 3: Wild Hunt has a dynamic time system where one real world second equals an in-game minute. The day-night cycle affects NPC behavior, as most of them will go into their homes and sleep at night, but during the day they will wander around or do their jobs.
Further, there are many time sensitive quests, in which Geralt will need to meet an NPC at a particular time, wait a set number of days, etc. There are also several passive time sensitive abilities, such increasing Vitality regeneration during the day (night).

3.2 Weather

The Witcher 3: Wild Hunt has a dynamic weather system. This has some effect on NPC behavior, and both they and Geralt will comment on the weather in the game. It also adds a bit of atmosphere and drama to the game.
Lastly, there are a few passive abilities which are affected by the weather.

3.3 NPC Standing

As the player interacts with NPCs, your dialogue choices and in-game actions will affect your standing with those NPCs. They may approve or disapprove of your choices, thus unlocking or blocking off further interaction, or changing the tone of further interaction.

3.4 Patterns

This section focuses on game patterns as discussed by Ernest Adams and Joris Dormans in Game Mechanics: Advanced Game Design.
3.4.1 Stopping Mechanism
The Witcher 3 contains the stopping mechanism pattern in how it prevents the player from spamming the witcher signs: the player needs a full stamina bar in order to cast a sign, and once cast, the stamina bar must regenerate from zero.
3.4.2 Dynamic Friction
The Witcher 3 contains the dynamic friction pattern in many forms. As mentioned before, the amount of XP needed to level up increases once Geralt reaches certain levels. In the Blood and Wine DLC, the enhanced mutations require increasing numbers of mutagens and skill points to unlock.
Finally, as Geralt advances in the game story, the level of monsters and enemies increases to counterbalance Geralt’s own increasing power.
3.4.3 Resource Placement
Due to the nature of the skill tree, it is possible to swap out abilities and mutagens on the fly. This makes Geralt’s skill tree an example of resource placement pattern. Placing an ability in a particular place on the skill tree allows Geralt to take advantage of that ability, and also influences his overall attack power, sign intensity, or vitality.
3.4.4 Play Style Reinforcement
As the player can choose which abilities to employ, and which types of armor and weapons to equip, the player can choose a play style which matches their own preference. Equipping a particular trophy, for example, the player can increase the amount of XP they receive for killing monsters and bandits, making it easier to level up. Or, by equipping certain weapons, abilities and mutations, the player may make it easier to kill enemies more quickly using dismemberments. By investing in alchemical abilites, the player can make ever greater use of potions, oils, and bombs in combat.

4 Dramatic Elements

Like the previous games in the Witcher series, The Witcher 3 features a moving, multifaceted and branching story.

4.1 Characters

The characters of The Witcher 3 are all mostly well voice-acted, touchingly animated, and speak dialogue that is quite well-written, especially compared to other video game titles. Instead of all good heroes and all bad villains, we get a complicated cast of distinct grey characters. Geralt can even engage sentient monsters, such as trolls, in dialogue and decide whether to resolve the matter with them peacefully or with violence.
The main character and star of the show is Geralt. While he tries to maintain witcherly neutrality, he clearly cares when others are mistreated, but he is sarcastic and can be cold. His main love interest in books, Yennifer, plays a key role in the plot, but is not always truthful and sometimes has a hidden agenda. She can also be petty and bitchy. Triss, Geralt’s secondary love interest from the books and his main love interest from The Witcher 2, also appears, although she is at first noticeably bitter about how Geralt abandoned her at the end of the previous game to find Yennifer. Dandilion, the self-centered womanizer bard from the books, Djikstra, the spymaster, Vernon Roche, the commando, and many other characters all make their appearances. Ciri, Geralt’s adoptive daughter, is also a playable character and the player gets to see why Geralt loves her so much: she is kind, loyal, and determined, despite the harsh fate in store for her. The Red Baron, Vesemer, Cerys an Craite, and many more characters fill out the huge cast. The Red Baron in particular deserves special mention: his quests are gut-wrenching enough to make even jaded players cry.

4.2 Story

The Witcher 3’s events take place approximately two years after The Witcher 2. Geralt had regained his memory in the previous game, and is now searching for Yennifer. When he finally finds her, he discovers that their adopted daughter, Ciri, who they believed had fled to another world, had returned but was being hunted by the Wild Hunt. They then begin a game long quest to find her and protect her. Along the way, Geralt will have to help or hinder many of the characters mentioned above. Unlike the previous games, the quest system has been greatly overhauled, allowing for multiple objectives and quests to be pursued at the same time. This allows the player greater freedom in the exact order in which they complete each task, and even which tasks to complete.
The first stage of the game takes place in White Orchard, but after several hours moves on to the Velen/Novigrad area. This map is huge and has hundreds of locations to visit and dozens of well-crafted quests to discover and unravel. Geralt will encounter the Red Baron, a drunken self-declared baron who wishes Geralt to help him locate his missing wife and daughter in exchange for information about Ciri. Geralt will also meet the Witches of Crookback Bog, three monstrous beings who terrorize the local villagers.
After discovering as much information about Ciri’s whereabouts from these two sources, Geralt will be ready to move on to Novigrad. Here, he will encounter Triss, Dijkstra, Dandilion, Zoltan Chivay and a host of other characters from the books. After helping Triss, Geralt will learn that Ciri met Dandilion, who is now missing and who Geralt will have to track down. After completing a series of quests to find out where Dandilion is and what he has been up to, Geralt will discover that Ciri is not in Novigrad and can met up with Yennifer in the Skellige Isles.
In Skellige, Geralt will get caught up in the political machinations of who will become the next ruler there, in addition to trying to find out what has happened to Ciri. With what he discovers here, he picks up a cursed creature from the Red Baron’s castle and takes him to Kaer Morhen to remove the curse. The creature turns out to be Avallac’h, an elven Sage who has been helping Ciri keep away from the Wild Hunt and teaching her to use her powers.
An epic battle at Kaer Morhen ensues, during which Vesemer dies. In the aftermath, Geralt and his allies set about gathering sorceresses and trying to convince Eredin’s (the leader of the Wild Hunt) allies not to support him. Back in Skellige, Geralt and his allies track down an artifact to summon Eredin into a trap. During the battle, Geralt and Ciri will battle different warriors of the Wild Hunt.
Based on certain actions and dialogue choices during the course of the game, Ciri may die, become the Empress of Nilfgaard, or become a witcher.
4.2.1 DLCs
The Witcher 3 released two major DLCs post-release: Hearts of Stone, and Blood and Wine. Hearts of Stone features a few new enemy types, many new weapons, and several interesting quests and quest lines. In terms of tension and pathos, it rivals the best moments of the Red Baron’s quests. Blood and Wine introduces a whole new area roughly half the size of Velen/Novigrad: Toussaint, a kingdom loosely based on a fantasy version of medieval France. This area features new enemies, items, and at least 30-40 hours worth of quests. Again, the best of these rival the best in the main game.

5 Conclusion

The Witcher 3: Wild Hunt is generally regarded as one of the greatest games of all time. The development team have produced a powerful RPG where player choices can lead to radically different outcomes in the story. It shines not only in the main quest, where the writing, animation, and voice acting are all superb, but in the innumerable side quests, which show the love and dedication to detail the team must have exercised to create them.

5.1 Potent Elements

The graphics, music and animations deserve special praise for helping to bring the world to life. The detective elements of the quests, like the detective elements in the Arkham series of Batman games, are some of the best in video game history. Lastly, the choices the player must make are extremely well-crafted dilemmas, each one an agonizing moment as the player struggles with an ethical issue.

5.2 Areas for Improvement

The combat and Roach’s AI are perhaps the biggest disappointments. Roach is semi-autonomous, but he seems to react to unseen cues in the environment, making his behavior seem random and frustrating. Although generally satisfying, in trying to strike a balance between cinematic flair and precision, the designers generally force the player into set patterns of attack attack dodge attack sign attack attack do something else/wait for your stamina to recharge.

Friday, July 28, 2017

The Failure Of Open World Games

Go Anywhere! and Do Anything! seem to be the cries of every open world game out there. Skyrim has reportedly sold over 30 million copies since being released on 2011, November 11. The player can travel around a huge detailed world map and explore hundreds of dangerous and interesting locations. The game features something like 6000 NPCs, each belonging to several different factions. Now, don't get me wrong. When Skyrim first came out, I loved it. I put over 200 hours into it, and enjoyed almost every hour. The quests were interesting, and even just going out in a random direction to see what you could find to do was satisfying and generated its own little adventure. But as you keep playing and playing and playing and playing...you start to realize that it doesn't really matter. You can be the leader of every faction simultaneously: yes, you can be a warrior, a mage, a thief, and an assassin all at the same time, even though these factions all hate each other and have totally different philosophies. In one large quest chain, the player must choose between fighting for Skyrim's independence, or making it part of the Empire once more. The only thing that changes as a result of a dozen hours of questing and listening to NPCs is that the guards in all the cities will belong whichever faction the player supported. And when you look at the individual quests, many of them do not amount to much more than go here and kill something (and maybe take their stuff), with no choice involved besides whether you want to do it or not.

Far Cry 2 was released in 2008, and although not as big as Skyrim, nor featuring as many NPCs, and no, unfortunately it does not have dragons (although it does have malaria...any takers?), it features similar mechanics. I mean, when you play the game, you travel around going to places and killing people, then taking their stuff. Far Cry 3 in 2012 removed a lot of the unique features from the Far Cry series, such as weapon degradation and jamming, the buddy system where you could become pals with NPCs and do missions together with them. They would even suggest alternative ways of completing the missions, and could die, never to come back for that play through. Far Cry 4 in 2014 was really just more of Far Cry 3 in a different place.

Grand Theft Auto V, Assassin's Creed IV: Black Flag, and Saints Row IV were released in 2013. Instead of having one protagonist who goes from place to place, killing people and taking their stuff, in GTA V you play as three such protagonists. Although the heists provide interesting missions and a lot of fun gameplay, the world itself is much the same as any other open world. Sure, you can ride around in boats, cars, motorcycles, airplanes, even submarines, for crying out loud. And yes, you can play tennis, go hunting, play golf, trade stock on a fake stock market, go skydiving, and many other activities. But none of those activities make much of a difference. For example, if you want to buy a store, the only thing that matters is whether you have enough money to do it. You cannot set up a golf date to convince the store owner that you can do something amazing for the store, or that it would be to his/her benefit to sell to you, or that he/she better sell or you will take the golf club and beat them to death with it. And there will of course be zero consequences to your decision. Even the decisions of how to execute heists has zero story consequences. There are, to be fair, numerous smaller consequences, such as building a relationship with an accomplice, developing their skills, or losing them if they get killed during the heist. Those are ingenious and wonderful, but the main story lacks those consequences based on player choice.

Assassin's Creed IV: Black Flag was widely hailed as a return to greatness for the Assassin's Creed series. Like the games mentioned previously, it features a large open world with many locations, characters and activities, and like the others it similarly lacks in consequences. Oh, there is a mechanic where if you kill an innocent, you will lose "synchronization," which is the series's stand-in for HP. But you cannot interact with most of the NPCs beyond the most basic level, and there are no alternative routes for the player to take in terms of missions.

Saints Row IV suffers from all the same problems as the games above, in addition to being a complete rehash of Saints Row III but with superpowers which make the game less interesting and challenging to play.

Just Cause 3, Metal Gear Solid V: The Phantom Pain, and Fallout 4 were all released in 2015, along with The Witcher 3: Wild Hunt. If you've read my analysis of Fallout 4 earlier, then you already know my feelings about this game. In short it feels like Bethesda set out to make as shallow a game as possible and still call it an RPG.

Just Cause 3 offers a big open world to explore, dozens of enemy bases to destroy, towns to liberate, and absolutely zero choice or consequence. You can kill all the civilians in a town you are liberating with no penalty. You cannot choose between alternative courses of action for toppling the dictator, there is no choice between doing things stealthily or noisily, there are just optional activities like can be found in Assassin's Creed, Far Cry, Skyrim, and Saints Row.

MGS V is something of a mixed bag. Although Hideo Kojima has a clear story that he wants the player to experience, he and his team implemented an incredibly thought out set of consequences based on player actions. As just one example, if you stay in the field too long, the player character begins to stink, which makes them easier to detect by enemies. Or as another, the enemy AI reacts to the player's play style over time, adopting more helmets if the player goes for headshots, or sporting more spotlights and headlamps if the player prefers to attack at night. The player's interaction with enemy NPCs is also a little more nuanced than in the other games mentioned so far. The player can recruit them into their private army, leave them knocked out on the ground, or just flat out kill them. If the player recruits them, they will contribute their skills to whatever section they are assigned to at Mother Base.

Ah, The Witcher 3: Wild Hunt, the girl next door of open world games. Made by a once small company in Poland, this game (and its non-open world predecessors) opened gamers' eyes to what they had been missing. I won't claim that the The Witcher 3 is a perfect game, but in terms of giving the players choice and then forcing the player to live with the consequences of that choice, few games come close. Although many NPCs are just stand-ins like in the other games, Geralt must periodically make choices, the outcomes of which are not always predictable. As a small example, on wandering around, Geralt might encounter some villagers arguing. If you decide to talk to them, Geralt will learn that a group of bandits is threatening to attack them unless they hand over one of their number, call him Grandpa for now. If Geralt decides to intervene, he can ask the bandits, led by Little Red, for more information about why they have it in for Grandpa, or he could just attack them on principle. On my playthrough, I decided to hear them out. It seems that Grandpa had an arrangement with Little Red: he would give them info about which villagers had some merchandise worth stealing, and he would take a cut. Seems Grandpa got greedy, but Little Red refused to up his cut, and that is when he told some witch hunters about the location of the bandits. I decided that even if Grandpa was a double asshole and deserved to be punished, Little Red and her bandits had no justification for preying on the villagers in the first place, so I killed them. The player receives money and XP either way, or they could just refuse to help the villagers at the first chance, or just never talk to them or encounter them.
As one other example, Geralt is tasked early on with killing a griffin. After investigating different people and locations, he comes across a healer with a victim of the griffin. Geralt can leave them there or decide to help. However, the only medicine powerful enough to help is his witcher potions, and these are often fatal to non-witchers. If the player decides to help her, you do not learn the result until much much later. In a totally different area, you may encounter an army where a soldier will confront you. The griffin's victim was meeting the soldier for a late night tryst when the griffin attacked. The soldier informs you that although the victim lives, she is now a vegetable who does not recognize him or remember anything, and he finishes by saying he doesn't know whether to curse the player or not. I hope you can see that in these little throwaway quests, there is more interesting choice making than in most of MSG V, and all of Saints Row IV, Assassin's Creed IV, Skyrim, and all the Far Crys. And as has been quoted to death, "A game is a series of interesting choices."

Watchdogs 2 was released just last year, in 2016. Set in San Francisco, the player takes control of a hacker called Marcus. He and his hacker friends must take down ctOS, Blume, and Haum, which are several organisations which are using the ubiquity of smartphones, tablets, and other smart devices to gain access to their consumers' private information. There is no conflict. None. ctOS, Blume, and Haum are the bad guys and they must be destroyed or discredited. Period. Every mission allows the player to try to sneak or go in guns blazing, but besides difficulty, there appears to be no consequences either way. The extra activities rival GTA V for their abundance and variety, but whether the player chooses to engage in them or not makes little difference to the game, its course of action, or to how the Marcus develops. In my opinion, as a hacker, Marcus makes as much use of people's smart devices to exploit them as the supposed enemies. You will never be berated for killing a doctor or child in the street, or lose credit among your friends for hacking into ordinary people's bank accounts to transfer funds to yourself. Even death has less meaning than in GTA V, where at least you lost money and where sent to the hospital.

Contrast most of the games above with games like Fallout: New Vegas (2010), Mount and Blade: Warband (2010), State of Decay: Year One Survival Edition (2015), or Total War: Warhammer (2016), (or the above mentioned MSG V and The Witcher 3) to name a few. These games react differently depending on how the player plays. Mount and Blade: Warband can be played as a medieval trading simulator, with the player travelling from town to town, buying and selling goods, and setting up businesses which effect the in-game economy. Or you could become a loyal vassal to a faction, remain a mercenary and hire yourself out to everyone, or start your own faction and become king or queen of that. How you treat NPCs in the game effects how much they like or dislike you, which in turns makes them more likely to take appropriate actions towards you, and thus makes pleasing them or angering them have meaning. Total War: Warhammer allows the player to focus on military might and conquering one's neighbors, on the economy and bribing them into liking you, or one diplomatic relationships, or some combination of those. Even playing as the same race, the player's game could take radically different courses depending one one's choices.

GTA V is widely regarded as one of the most expensive games ever, with a development cost estimated at over $150 million but it offers less in terms of exploration and choice than many less expensive games. Why are developers spending so much money on worlds with large, complicated maps which are filled with meaningless activities, activities which literally change nothing about the game, have no consequences, and make the players learn nothing except how much time the devs spent simulating darts? Why are these large open worlds which continuously promise freedom, choice, and adventure constantly falling short of even being engaging? Where is the open world game that lets you develop relationships dynamically, where your choices have an effect on what happens?