Haha I also got a random quest while camping where a black chocobo steals Ignis' glasses and I had to sneak around the chocobo while he distracted it with greens. It's stuff like this that really makes exploration so enjoyable to me.
I can't wait to get this one, sounds great.
Some people are just not interested in evaluation of something, but I for one appreciate you making good arguments. I would really love for someone to dispute them with the same amount of critical thinking because I might see something I wasn't able to see before and learn from it...
When you guys come with things like:
"This is not what good open worlds are made of."
Followed by:
"I offered actual points where the game displays flaws of design (
which aren't even subjective). There is no opposite to state except "I don't care/it doesn't bother me/I like it" which would be an actual valid opinion."
Why would anyone bother?
How in the world is judging what constitutes a good open world not subjective? People enjoy different things from games.
Personally, I think Mafia II has a much better open world than most sandbox games I've played, and people say it's shit because "there's nothing to do" all the time. Seems like there's a lot of confusion about open world and sandbox as being separate things, and not necessarily coming in the same package, even though they usually do.
Shadow of the Colossus, Mafia II, Dragon's Dogma, I think all of these games utilize their open worlds very well, but they're always criticized for the exact same thing: "there's nothing to do!". Who fucking cares? Amusement Park isn't the only valid form of open world design, you don't need something to distract you every three steps of the way. Having the open world as a backdrop, a level structure, and handcrafted meaningful content like the camping quests, optional dungeons and tombs, lore information and unique enemies to fight makes exploration rewarding and worth it. Having a very unique landmark also makes it easy to navigate and guide yourself without staring at a minimap while you chase your next activity.
It does fail at giving narrative context to its fetch quests, but makes up for that with meaningful interaction, imo. Going through an optional dungeon in this game is a much better reward for my exploration than I've ever got from most of the games people praise for their open world design. But I'm not here to say they're objectively wrong, it's just my preference. I'm not too big on open world games usually, and enjoy it occasionally when they take this kind of approach to it. It's not right or wrong, it's just my preference.
I was actually incredibly scared about it and lost most of my hype back when Tabata started to talk about Open World so frequently. I was convinced it would be crap and ruined by it, but as they started to talk more about it, especially with statements about "it's ok if there's not a lot to do. In order to properly convey the sense of a roadtrip, you need large stretches of land to drive by", I was hooked, I thought they would nail that specific kind of open world that I very much enjoy, when it's only used as a map structure, not necessarily the core aspect of the game design. Here the core that drives most of the design decisions, including all of the massive amount of systems designed is the road trip and the relationship between the main cast. It's what ties everything together and makes what would sound like a bloated mess if you describe all of the different systems actually work as a cohesive package.
And it's funny how people try to sound more critical when they're analyzing things negatively. To quote yourself:
You go to a hub, you get a quest, go to the specified point and press x and then return to hub. Sometimes you have to fight a monster before pressing x, sometimes you have to find the specific spot where to press x, but that is mechanically all you're doing. So why's there an open world if you could just as well click on a mission list and be transported to the point of interest. That wouldn't be all too bad if any sidequest had a visible impact for the characters you're doing them for or any story behind them to make you feel any true connection in this world (not everybody has to be Witcher 3, but they didn't even try, just run of the mill I need something for reasons go get it).
You do realize that if you just add "use witcher sense" to your description, it would perfectly describe most quests in Witcher 3 as well, right? It's a great game, I have even more hours into it than I have in FFXV, but it's cute that you use such a simplistic view of the game's structure when it also fits Witcher 3. The difference is that you'll get dialogue before and after the witcher sense-based fetch quest where wind blows indoors and they tell you a sad story about how shitty life in Velen is. They may or may not ask you to not take the money, because some sick kid needs it or whatever, and you just choose whatever you feel like because the economy is completely meaningless aside from the first few hours in White Orchard. You don't feel pressed to make the tough choice, you just choose what you feel like saying, you act as the writer, instead of the character.