Does "player freedom" actually ruin the narrative pacing in modern RPGs?
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StormBringer
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OG 2018
Jan 23, 2026
12:31
I've been thinking about Court's point on how games like Elden Ring or even the newer Zelda titles handle non-linear storytelling. On one hand, it’s great to go anywhere, but does anyone else feel like the emotional weight of the main story gets totally lost when you spend 40 hours picking flowers and doing side quests? What do you think—should developers start re-implementing more "bottlenecks" to ensure the story actually hits, or is the sacrifice of narrative pacing worth the total freedom? I’m torn because I love the exploration, but I rarely feel the stakes of the "world-ending" plot anymore. What's your take?