Your dealing in absolutes is why you're evidently not grasping what i'm saying here.
You don't "forsake" anything.
It's all about trade offs and sacrifices.
You give something here, to gain something there, as i said.
Choosing 30fps doesn't mean you give up on having "good mechanics" (whatever that means) it's not a switch you turn on and off.
It's a trade off made of shades of gray, not a black and white scenario.
Again, choosing 30fps means they sacrificed "some" gameplay quality for other things.
Similarly, CDP sacrificed "some" gameplay quality (in terms of combat) to focus on other aspects.
Also you seem to think that "mechanics" is only "combat system" which i found baffing, dialogue wheel is a mechanic, alchemy is a mechanic, branching quest system, is a mechanic, a live and evolving dynamic open world, is also a mechanic.
This is all stuff that takes budget and developing time to.. well, develop, something BB chose not to have to focus on mainly one thing (combat) which is perfectly fine, but BB itself also had to deal with other trade offs, and sacrifice other things, case in point, running at 30fps to not look like shit.
I am arguing the bolded is obvious. At what point do you sacrifice something important to the game over something that has less weightage that the game goes into mediocre territory. The bolded is what every developer on the planet does and asks on a constant basis ( what is the best combination of gameplay, atmosphere and story that we can achieve here that is fun for the player ) and then accordingly decides the framerate. My problem is not with some focus on story and visuals and 30fps but overfocus on them that comes at the cost of some fundamentals in gameplay. WRPG's tend to overfocus on story and visuals too much more often than not at the cost of gameplay fundamentals. What you argued could essentially be made for every wrpg and defended. Hell Skyrim is essentially the same thing but no amount of trekking and freedom in my opinion is worth the poor combat in those games.
Now I don't consider branching quest systems and stats as mechanics. I slot them under level design and systems. By mechanics I talk about your interaction with the character. When I push the analogue stick how does the character move. Is it a joy to control the character. Is it awesome to swing a sword. Is the feedback good every time I hit an enemy etc.. The act of controlling the character is what I like to classify as mechanics or atleast mechanics that I feel should be most important in any game irrespective of the unique goal that each game may have. Skyrim failed at this . I am not saying Witcher 3 fails at it equally like Skyrim. Witcher is much better but it has still not prioritized the different elements that goes into a game appropriately in my opinion.
I feel like the argument that witcher 3 does so many things is kind of moot when the majority of what you do, like 90 percent of what you do in that game is sword fighting. most of the rest of it is talking to npcs, which is admittedly fantastic. a distant 3rd is horseback riding, which features the worst videogame horse ever created. I feel like it's pretty damn fair to judge the witcher 3 on it's mediocre combat mechanics when it's far and away the most frequent thing you do in the game.
this doesn't mean I think witcher is bad. The writing elevates it far above most games this year for sure. this can't be stressed enough. don't elevate it past what it is though. It's a swordfighting game with great characters and the sword fighting kind of sucks.
This too.