This is a structural flaw in open world games—linearly constrained quests trigger once you get to a certain location—and it is more apparent after something like Zelda:BotW or even BG3 where the stories feel more integrated into the exploration and less like a little chute you start sliding down once you get to a geofenced “quest zone”. I don’t much feel like I’m roleplaying so much as I’ve crafted a really fun character who I then get to steer through some Call of Duty levels with a random assortment of skills and weapons.
Read MoreMy character was a half-elf wild-magic sorcerer, and the first things he tried in any given scenario were the intellect-based skills of a wizard—arcana; history—even though he stunk at them. I had him functionally want to be a calm, studied wizard, jealous of their supposed composure, and it was fun to have the game seem to play along. He occasionally got to sass a wizard with a labeled “sorcerer only” line like, “I thought wizards were supposed to be smart?” Coming from him, that line had more jealous melancholia than snark.
Read MoreNow that I had discovered the rumors, I was soon way out in the corner of the map, being taunted by enemies for “relic hunting” when I should be leading the Resistance. Beyond intrigued by what the Palace of the Dead could possibly be, I found a secret door and what seemed to supply an endless possibility of tough, small battles. Oh, what’s that, now there’s a rumor of a pirate’s graveyard somewhere out beyond the islands far to the south?
Read MoreI would rather read about someone’s loose framework of rind-rationalizing than further entrenchment of the vanilla oligarchy, so I guess I’m part of the problem. But this list isn’t designed to be “You’re eating your apple WRONG” clickbait—not that anyone admits when it is—and I don’t think I was counterculture for the sake of standing out.
Read More