Indeed. What I argue vehemently against are
- People calling things that do not conform to their personal preferences "flaws"
- People arguing for the game to be changed to accommodate their preferences
It's not like there is a flood of RPGs without quest arrows and they have to dig for the few gems which feature a quest compass. If that was the case I'd be a lot more understanding.
Exactly!
That is exactly what I was saying. I think you have confused my coments on this issue with my comments on the problems I experienced on my play through. Two seperate issues.
1) The game is designed so that you have to think, explore, etc... I like this but I can understand why others don't.
No, this is what you were saying:
One mans interesting and complex is another mans obtuse. This game is going to be like dark souls where the things some players love about it are the things that turn other players off. The way you have to figure stuff out definitely will be too obtuse for many players, that’s why the big budget RPGs have shiny objective markers on the map. I grew up playing BG and find that modern RPGs usually feel dumbed down. So I like the approach that has been taken with D:OS. Unfortunately I have found that they were a little too ambitious with the level of freedom they went for.
I think you’re all a little closed minded! I can totally understand how someone could really enjoy the combat in this game but have no interest in exploring the town and interacting with NPCs. They may be perfectly capable of the later but just not find it enjoyable, in which case they would prefer to have a big arrow on the map. Confession time: I have zero interest in crafting, I have not crafted once, not even bread! Its not because I can't cope with the immense complexity of it, it’s because I derive no enjoyment from the process. Fortunately for me crafting is not an aspect of the game that you have to engage in to progress (so far).
Exploring and speaking with NPCs are
essential to the game. The lack of quest markers and explicit directions force you to explore and pay attention to dialogue. This part is like the actual
soul of the game, to change it would be to remove its soul.
Crafting isn't the same thing. Crafting is an optional system, something you can ignore and use a different system in place of.
A player is free to dislike exploring and talking to NPCs, sure, but exploration and talking to NPCs is how you uncover information and items and all the things that make the systems like crafting, and lock picking, and combat work. And if they dislike it and have little interest in it, then they're really not going to like this game very much because it's so ineherent to everything.
My problem was that you didn't seem to understand how inherent to the core of EVERYTHING exploration and conversations are, and that by comparing it to crafting you were listing it as something optional when it isn't. Also, you say "one man's complex is another's obtuse". If you actually invest in the exploration and conversations, then very little is obtuse. There are a couple of things like a few pixel hunting puzzles that they could have done better, but for the majority of the game you will be given all information you need IF you:
1. Pay attention to everything that's said and written
2. Actually expliore the maps in detail.
Well, I mean, I'm sure you
could get through the game without paying much attention to exploration and conversations, but then the game is very likely going to seem rather obtuse...
Which is the problem.