Comment on Rockstar has some of the most restrictive mission design I've ever experienced
MrGabr@ttrpg.network 2 weeks agoI dropped KCD 1 after ~30 hours for the same reason as you, but at least KCD has some justification - the whole point of the game is to be an ultra-realistic simulation of medieval life, a roleplaying game in the truest sense of the word.
Your character starts out not even knowing how to read, even though you, the player, obviously do to interact with the GUI. He’s the son of a blacksmith who never would have learned anything else, so he, the character, has to spend time learning basically everything, even if you, the player, already have it figured out.
You and I think that design is unfun. Clearly, though, there’s an audience for it, as KCD 2 sold something like a million copies on launch day and instantly recouped their development costs.
mox@lemmy.sdf.org 2 weeks ago
Yes, I’m aware of that justification. I like the idea in principle, but it doesn’t hold water in this game, because the mechanics they used to simulate ultra-realism are not realistic at all. Picking up a weapon in real life doesn’t impose a state of bodily malfunction where you have about as much control of yourself as a blind drunk standing on one stilt. I’ve used swords and bows. Even my very first time, there was never a point where I suddenly found my arms or legs failing to work at all. The implementation here is a ham-fisted attempt at best.
It seems so. If some people enjoy slogging through those mechanics, then I’m happy for them. I have better things to do with my time.