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Lmao!
No. Otherwise you'd see the "open world" tag on the store page.
The plot points are what run the game. In the end, you gotta go to the next one.
And visiting a location. Other than that illusion of freedom, what point is there of going back to locations unless there was other content that you could not do yet? Like I said, I am playing the counter--argument. You don't give a reason why that is actually important in the scheme of the game except for personal taste.
And yes. I am saying that unless you min/max, exploit, cheat, or do it right and level up, the level and power of enemies is always a soft gate to where you can go. Most people just stay on the path and explore as it takes you. Again, going back to places is only good if there is something to actually do there. Which there usually isn't.
Plot points run any decent RPG regardless of whether or not it's open world. Even Fallout 2 was loosely guided by a series of plot points.
It's not an illusion if you're allowed to travel, it's actual freedom.
Because you want to, and in a better game, because there are reasons to.
In Arcanum you can adapt survive and thrive in any number of ways, and there are a lot of different viable directions you can travel. What you're saying isn't true I've played the game start to finish repeatedly I've played it very differently a number of times and it's never been as restrictive as you are implying.
Arcanum have many qualities but it's VERY far to be a model of open world CRPG to follow.
Ok his choice, but come here argue about open world CRPG is fallacious trolling.
That's not a rhetoric question you dolt, I was giving possible dillema's the dev's will have to face. Try reading once in a while, eh?
Ah, that's probably too difficult for you to get.
Luckily combat isn't the focus of the game, however I find it no less boring than combat in Fallout 2, and I contest that the combat in Shadowrun isn't much better.
Luckily there aren't many, most are small, and most of them are completely optional. Of the wilderness areas I recall, there was a maze with a vexxing inaccessible treasure chest, a passage between the mountains, the base of the elf city, and the Bou Dur encampment. I'm sure I'm missing a few, but locations that stand out to me are the many city and hub environments populated with NPC's riddles and quests, and the various dungeons most of which were optional, held interesting lore for those who bothered to explore, and contained adequate loot to be enticing.
Perhaps you simply failed to notice or appreciate all of the interesting locations, characters, and quests that litter the game. You don't seem to provide a reason why it was boring, other than that you found the wilderness areas dull.
It's apparant that you are simply adopting a contrarian attitude without regard for accuracy.
You mean the hub world Dragonfall had? That's called a hub.
Citation needed.
TIL you can fail at doing something you never set out to do.
Insufficient.
See dev videos and blogs during Kickstarter.