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In some cases, Geralt even makes things worse.
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Even when Geralt tries to help, peasants and merchants' stories usually end in tragedy. Sure, Geralt has a hand in the unfolding political drama, but the game's most poignant moments come when he deals with the lower classes. However, while Game of Thrones focuses on the machinations of those in power, The Witcher 3 isn't afraid to get down in the ditches. The world is harsh and inhospitable at times, The Witcher 3's Northern Kingdoms feel a lot like Westeros from Game of Thrones. Over the course of his adventure, Geralt will rub elbows with kings, noblemen, beggars, ghosts, benevolent trolls, hideous demons, and everything in-between. Most of the time, he roams the countryside as a kind of medieval Ghostbuster, helping people with their monster problems - for a fee, of course. As a Witcher, Geralt's both a super-powered mutant and a social outcast. Throughout The Witcher 3's lengthy campaign - and yes, it is almost oppressively long - Geralt will journey to the farthest reaches of the Northern Kingdoms, fighting off monsters and dealing with humanity at both its best and, more often, its absolute worst. The Witcher 3 isn't a game about grand quests and selfless heroics it's about people who'll sacrifice everything simply to stay alive. On the surface, The Witcher 3 is about Geralt, the titular Witcher, and his hunt for his adopted daughter Ciri, a super-powered warrior on the run from a demonic army called the Wild Hunt. The Witcher 3, though? The Witcher 3 gets it right. Dragon Age: Inquisition relegates most of its drama to side quests that focus on supporting characters, not the player. Bioshock hinges on an (admittedly fantastic) second act-twist, and the rest of the game can't quite live up to that moment. As you may have heard, Mass Effect struggles with its ending. Even some of the game industry's most celebrated stories don't fully deliver. Of course, the more freedom that a player has, the more control that designers give up, and developers are still struggling to find the balance between player agency and authorial direction. If players want to passively watch something, they should go to theater if they want to actively engage with a story and its characters, they should boot up a game. The whole point of gaming is interaction. Yet, games don't work like other media. For all the talk about some games' cinematic qualities, a video game isn't a movie, and it shouldn't be treated like one. The terminology might be different depending on who's talking, but everyone's describing the same thing. With regard to folklore, it's called the Hero's Journey in film, they call it the three-act structure. Anyone who's taken a basic creative writing course is familiar with traditional story structure: the introduction, the inciting incident, the rising action, a climax, and a denouement. Specifically, let's talk about video game stories. It's also one of the best - if not the best - role-playing games of all time. The Witcher 3: Wild Hunt is a glitchy, unpolished, and occasionally frustrating mess.