Lets talk about Witcher 3. I know I'm late, but because of the downgrades I refused to play the game until after all expansions are released and the game is at least 50% off. Well, finally finished it and I've got mixed feelings about the game.
One thing I had a hard time adjusting to was its open world format. It's a mix of Elder Scrolls and Ubisoft style. What I really liked was the great world design. Also top tier quest design, writing and even no, not racism but pretty even if downgraded graphics. I found its open world also a significant annoyance. I really dislike the Ubisoftish focus on dozens of areas of interest that are shoved into your minimap so you can go collect 'em all. Luckily, minimap could be turned off, so that fixes the immediate experience, but in the long term it breaks the suspension of disbelief a lot because there are these inane treasures and stupid loot popping up everywhere. Saving people becomes a checklist routine instead of staying a good deed, too. This really hinders the magical feeling Morrowind gave you when you explored, which I enjoyed as an open world game much more. As a hiking simulator, Witcher 3 wins hands down. Climbing the highest tops of Skellige for the first time was amazing.
To return back to the original problem, I think Blood & Wine improved on it a bit. Most places that need to be cleared here are connected to bigger quests that want you to help various people around for clear and varied reasons. However, the density of people in distress is too big, which is okay in this case since it's an expansion on a smaller map, I guess.
Second thing that bothered me is the way they decided to lock off various areas by putting stronger enemies there without any lore related reasons or visual cues. When you ventured into ashlands in Morrowind, just by the landscape and the lack of roads, you knew you're not supposed to go there. Here there was no reason not to go from Velen to Novigrad or countryside immediately. Until you get your arse plowed by bandits. Also, Blood and Wine had no reason to have insanely strong lvl 40 bandits in the quaint French countryside.
I also think TW2 style where you where given a hub in each chapter and a few sidequests you're ready for trumps TW3 in being coherent. CDprojekt softened or outright dodged a lot of problems Todd and Ubishit have with their turds. Skyrim's stupid plot urgency of GO DO X RIGHT NOW also looms over main quest of TW3 (expansions not so much), even if it's much lighter.
On the flip side, what really impressed me was the amount of side content. When I wanted to help some dude start his business, I got a two hour long questline. When I thought a side sorceress was hot, there was a romance questline. Wherever I went, I found small things that interested me were filled with pretty high quality content.
As an open world rpg, TW3 doesn't come near Morrowind. I doubt anything will for decades. Still, it's definitely my second pick for a great open world rpg (no, Gothic isn't really open world and third one ain't good). I found even the very simple act of riding around the landscape greatly enjoyable.
I'm still thorn on the combat. I loved the first game's take on traditional combat. Second one had serious problems with responsiveness and while they somewhat fixed that here, the combat still lacks depth. Hit-roll-hit-dodge can get monotonous and more so than before enemies can be bullet sponges.