Hime wrote:I agree that navigating the world in BOTW is exceptional and as you the say the ability to complete the game in any order you like is unique for an open world game but in doing this they sacrifised story and meaningful characters.
This is true (with the caveat I still think there are memorable characters in BOTW), but I don't think that BOTW's design precludes a good story and characters. I think it would be possible to somewhat combine BOTW's open world exploration with say New Vegas' quests and approach to story.
Hime wrote: In RDR and GTA V you stumble across scenarios like people asking for help, gang fights, etc that when you initially find them feel them like you've stumbled across something you might have missed had you not been going passed that location at that specific time.
My problem with these is that the illusion quickly falls apart once you run into the same event for a second time. BOTW actually suffers similarly with the few people you can run into being attacked on the road, although I'd say the dragons are better done due to their time-of-day specificity (if still ultimately predictable) and finding the Lord of the Mountain is a genuine discovery in that sense. I can't really think of a game that solves this specific problem though. (Actually, Morphite did it by limiting events to only happen the once per playthrough, but randomised as to where they happen, so they sacrificed repeating content in favour of making the events feel unique. I kind of liked that.)
Hime wrote:I'm not really interested in Mount and Blade but it sounds like I need to play Ground Zeroes and NV has been on my list for a revisit for some time. I do remember NV being a bit harsh on exploration though as you could stumble into enemies that were much too powerful for low level players.
For my money Ground Zeroes is better than MGSV, even if MGSV does refine the gameplay mechanics even more. It's the small and well-designed open world that elevates it.
NV is definitely unforgiving with the high level enemies, but that's actually a big positive for the game. It makes the world much more realistic and immersive compared to aggressive level scaling (e.g. Oblivion
) and they actually use it as part of the design to prompt the player into taking a certain route across the map without artificially forcing it. The deathclaw infestation just outside of the opening town is meant to drive the player south, but if you really want to it is possible to run the gauntlet and make it straight through to New Vegas, and I love that!