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It seems like everyone has a different story about how the Deathclaw encounter went wrong because the game designer expected the player to read their mind (or the script?) and know what they were supposed to do to make the scene work. Everyone has it turn kind of shitty and underwhelming in a different way. I imagine it worked best on people like me, who watched the E3 demo and knew what they were “supposed” to do. It’s an awful, contrived, muddled scene that somehow manages to be both hand-hold-y and vague.
I think Rutskarn is right, in that the next most obvious thing to shave off the experience to make it more “mainstream” is to get rid of carry weights. I’ve heard a lot of players express an interest in exactly this. They assume their goal is to pick an area clean. But you can’t carry everything at once. So you fill yourself to capacity, fast-travel to your base, store all the items, fast-travel back, and repeat. If you’re playing this way then clearly the fast-travel is just a bunch of useless loading screens and busywork.
But getting rid of carry weights would lead to a slippery slope of “streamlining”:
Continue reading 〉〉 “Fallout 4 EP4: First Deathclaw in Space”
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