Breja: I'm perfectly willing to accept imperfect endings. My problem isn't with being denied a perfect ending, my problem is with being forced to give up on large portions of the game in order to actually "roleplay" the main storyline. Without a ticking clock, I can interact with side content as much as I want, and still play the character I want to play in the main narrative. My imagination, or suspension of disbelief or whatever, will paint over the "urgency" issue (at least most times).
In my other post i wasn't focusing strictly on timer like implementations and certainly not in timer like implementations we've already seen, i was speaking in broader terms about my want for a better marriage between two key parts of an open world game featuring a narrative..
Naturally since those, timers, is what was put on the table regarding this title and what got this conversation going it's only fair to focus on them. So focusing on them, and going back to my previous post, we're still looking at two pov's fundamentally at odds with each other, yours, firm in the conviction that an "either" "or" type of deal, like the one you outline, is all that is possible, and mine, made up of an entirely different conviction.
Breja: Unrealistic premise of a fictional setting is a guy casting fireball. Unrealistic inventory is not a matter of a fictional setting, it's a matterof "gamification" of that setting, just like "cheating" on urgency is. When story beats play out we pretend the timeline makes sense, and that the wagonload of stuff I just used to kill a boss and trigger the cut scene doesn't exist. Games exist in this weird space were things that we might otherwise call non-diegetic nevertheless interact with the world. Time and space themselves are warped in open world games, regardless of narrative. Day and night cycles, distances, they are all "wrong". It's partially up to the writers and devs to mask all that, partially up to the player to decide what they're ok with and when it just irks them too much. It's not that I think an open world RPG with a more realistic timer is inherently a bad game- the first Fallout was a great game. But it wasn't as fun for me as ti cld have been without it, that's all I'm really saying.
Sure, it's not a world building premise, but crazy inventory, unlike urgency, it's up for acceptance just the same as any departure from reality of significant magnitude so at my end i think of it as a premise nonetheless, only a mechanical one in nature. In TW3 i didn't accept the premise of a horse that comes from around the nearest corner when whistled at so for the most part i abandoned Roach, i walked, sailed and fast traveled everywhere while the notion of relying on Roach to get around was permanently trashed early on in White Orchard.
I don't have just one hard ceiling when it comes to "gaming nonsense", to put it in a way that bypasses our different understandings/definitions.
I have one for the mechanical side of it and a substantially lower one for the narrative side and marriage between narrative side with everything else. And the more i "care" about the narrative, the more it resonates within me as meaningful, the lower that hard ceiling gets in regards to "gaming nonsense" "no-no's", like pushing urgency out the door 10 minutes in on a 40 hours long RPG, that's the type of thing i simply can't get over because, using your words, it irks me too damn much, i'm left with the feeling that the writers'/devs' unwillingness to even try is the only reason i'm being asked to go along with substantially more than what i can honestly go along with.
So if an urgency driven narrative in an open world game is what devs chose to go with, yes, i want to see that narrative set on that open world and i want to see that driving force backed up by something tangible, else it will likely detract greatly from my overall enjoyment of the game - TW3, prime example - the same way the inability of "having your cake and eating it too" in terms of narrative/side content detracts from yours.
I want to see that happen, or at the very least experimented with, which is why, assuming the information we have is on the up and up, i would consider this title's, or any other title really, attempt to take as shot at it as a boon, specially if it can be done without impact on those who share your pov.
You can look at it as a shortcoming at my end imagination wise if you wish. I look at it as a matter of unreasonable asks being a thing even within the confines of "gaming nonsense".