Just felt like pitching in on a few points here.
F4LL0UT: Personally I don't get why people are still complaining about bugs now
Me neither, the oldest version I ever played the game in is 1.1 (this is
way older than the version on GOG.com) and I have never had the game crash once, plus the loading times are super-short. That's like leaps and bounds beyond pretty much any other big-budget game I've played in the last 10 years. If anything, by my own experience Two Worlds is one of the most
bug-free games of recent years.
F4LL0UT: The whole world (the locations, the factions, the creatures and the plot) is the most generic high-fantasy stuff ever.
True, but there's something to be said about presentation and delivery, which can save a lot. Take Mass Effect for instance. Game world and plot are the most inane, generic sci-fi drivel you could think of .But the boring story is told so well, you're made to feel such a part of it, get to explore so many interesting places and talk to so many characters, that you really end up not caring. If you'd write a plot outline of Mass Effect it would be the most boring story ever, but playing through it is a blast. I feel it's similar for Two Worlds. With a big "but" concerning the main plot, coming up...
F4LL0UT: There's no characters! Yeah, there's a fair amount of NPCs but none of them are fully developed. Most NPCs just give you one simple task and that's it and most of the stuff they say is absolutely unoriginal.
In contrast to Gothic or Elder Scrolls you get to partake in the NPCs lives much less, I agree. But I didn't feel like that made the characters necessarily worse or less interesting, it's just that you had to fill in more of the blanks yourself—i.e. it was not a welcoming world where everybody was keen to share their story with you, but one where you are making mostly casual, utalitarian acquaintances, with only a glimpse into their larger lives. The lack of simulation, that they just stay at the same spot through the entire game certainly hampers this. But I remember fondly many of the characters even if you just swapped a few lines with them. Like the guy at the inn who dreamt of becoming a mercenary himself but didn't have what it takes, admires you like a little boy and is always glad when you go say hi.
F4LL0UT: There's a certain lack of direction and a certain emptiness to the whole world. As you traverse the world you barely feel that you're getting closer to anything and depressingly large portions of the game world don't provide any special content. Many locations aren't related to any quests [...] Additionally the game is very badly balanced. You will usually be overpowered very soon or suddenly encounter enemies who are absurdly powerful compared to what you've been fighting to this point.
These belong without exception to the most important reasons why I love the game, to me they are all clear and big upsides of the game. Being able to get lost and having to decide what to do in a world that is way larger than you is, I believe, important to an RPG. I'm not very interested in RPGs where you have your one big overarching quest that you're trying to solve and everything you (can) do is just a means to that end. It helps that usually the overarching plot is shit, as it is in Two Worlds. I love that the world lacks a clear direction, and I love that it is huge and full of places that have absolutely no relation or importance to the main quest. I love that not every place feels like it
had to be put there, and that the entire world evolved in order for
you to fulfill your destiny. I want it more lifelike, with lots of anonymous unimportant (but maybe beautiful) corners to explore. So that it's way too big to just explore it all (and every player ends up seeing different corners).
And as for the balance, I love that there is no scaling with player levels. There are areas where you can't deal with the monsters at that point. Find a way around them or do something else. Again, the world in Two World isn't just there to please you, it just
is and it's up to you to find your way around in it. I much prefer that.
That's why I still think Daggerfall and Morrowind are far superior to Oblivion or Skyrim. I get less and less lost in these games, I feel like I already know what to do to some degree, and that I will be led the entire way. But what I want is to be dropped alone and directionless in a huge, simuated, lifelike world, and find my
own way. For that matter that's also why I think the original
Grand Theft Auto is still one of the best titles in the series. I probably liked Vice City a bit more due to its style, but the original GTA is at least second place. The reason is the size and "genericity" of the cities. With the step to 3D, the cities had to be streamlined, most places have a direct purpose for you as the player. The cities still have their diverse districts, but it's all boiled down to the essentials, just short of them becoming to small to feel like actual districts anymore. In contrast, the top-down GTA cities are huge and full of anonymous, unimportant backyards and alleys that might still be interesting to discover. Much more like a real city. My perfect GTA would be one in a city whose scale is 1:1 comparable to that of a real city. Huge, taking you ages to travel across, and with countless locations that don't feel like they're there because they
have to be, for you, the player.
And the disconnectedness between side quests and main plot is, to me, an upside too, because as I said, I hate main quests, and Two Worlds is no exception. That the main quest is so stupid and small compared to the rest of the game is, to me, its saving grace. If I could have had it entirely my way, I would have done away with the main plot entirely, and added some dashes of Mount & Blade to it: completely open-ended world story; fight through it for your personal gain like traditional RPGs, pledge allegiance to kings/guilds/causes and influence the politics that way, or try to become one of the shot-callers yourself.
The more I think about it, the more a hybrid between Two Worlds (big, seamless, diverse, non-linear, uncommitted, beautiful game world; mechanics, quests, NPCs, etc.) and Mount & Blade (dynamic storyline, balance of power, politics; player chooses level and area of involvement) could be my ideal RPG.