xzar_monty Posted October 17, 2018 Share Posted October 17, 2018 Yesterday, I had another example of the kind of writing in Deadfire that leaves me baffled as to who this game is designed for. I mean, is the intention to hold the player's hand to such an extent that he absolutely cannot fail? My previous example was this: In a cave, on an island, there is a symbol that causes problems. However, in that very same cave, before ever reaching the symbol, you can quite conveniently pick up a wardstone that makes you immune to that symbol. Ho hum, I thought, wasn't that nice. Obviously the folks who set up the trap also gave you a way of avoiding said trap, clearly that's what you do when setting up traps... The latest example was this: Upon some battlements, on an island, there is a mechanical device that is stuck. The game suggests that the situation could possibly be helped by some grease or oil. At this point I thought: "Hey! I'll head straight to the kitchen whose door I have already seen, I'm sure there's some oil there." And then, after pressing "End" to leave the interaction scene, Aloth quite conveniently piped up: "Hey, maybe we'll find some oil in a kitchen." To an extent, this last example is reasonable: Aloth is smart, and he would think of that. But still. Why is this game written like this? Obsidian have left NO joy of discovery for the player, and no sense of satisfaction for solving a problem, even a very small one. Everything is handed on a plate. Why? 2 Link to comment Share on other sites More sharing options...
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!Register a new account
Already have an account? Sign in here.Sign In Now