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Eleven years after its May 2015 release, The Witcher 3 is still considered a superior example of open-world design compared to modern titles. While contemporary games often feature larger, visually impressive maps, they frequently struggle to match the narrative depth found in the side quests of this CD Projekt RED classic.
The core difference lies in how these games handle optional content. In titles like Crimson Desert, side quests often feel like bureaucratic checklists involving generic tasks such as gathering resources or clearing camps. These activities can leave players feeling frustrated because they lack meaningful narrative substance, turning exploration into a chore rather than an engaging experience.
Conversely, The Witcher 3 excels by transforming simple monster contracts into complex stories involving family secrets, moral dilemmas, and intricate webs of lies. The game succeeds not through complex mechanics, but by providing human reasons for players to care about the tasks, effectively making side content feel as significant as the main campaign.
Even upcoming projects like The Blood of Dawnwalker, developed by veterans of The Witcher 3, are still exploring ways to refine this formula. While modern RPGs continue to chase the standard set by the Polish developer, the enduring lesson remains that a memorable side quest is defined by its emotional impact rather than the sheer volume of tasks on a map.


