Can you blame him? The complainers did a shitty job explaining the supposed design flaws with real arguments. That’s probably because they don’t have any meaningful criticisms either. They state their own preferences as objective truths and keep repeating them forever, wilfully dodging the replies and clarifications. Supposed criticism: “There is too much gated content!” Real criticism: “I don’t want to fail in skill-checks and I don’t care about the character system”. Supposed criticism: “I don’t have choices because I feel railroaded CYOA style”. Real criticism: “I don’t like choices that have a narrative impact if they are followed by interactive scenes or ripple effects that are out of my control”. Supposed criticism: “The game is linear”. Real criticism: “The game doesn’t allow me to goof around doing emergent, but silly and meaningless gameplay, like killing non-hostile NPCs and taking their stuff”. The list goes on and on. The point is still the same: their supposed criticism is a red herring for their actual complaints, which are silly and impossible to defend when they are stated clearly.
No you fucking idiot. "There is too much gated content!" is not a demand that you be granted success no matter what. It's a demand that you be allowed to fall off the beaten path and still progress in your own way. Instead, your build determines your path and your path determines your build and if you have other skills they are liable to be a severe waste of SP. The lack of freedom this creates is the major problem. Consequences for failure is fine. "I don't have choices because I feel railroaded CYOA style" isn't an actual complaint. The complaint is that while you get choices they are all Vince's choices, handed to you on a silver-platter with skill checks, and as such problem-solving is mostly a question of interacting with your character sheet rather than interacting with the world. Vince argued for the dominance of character skill over player skill and this is the result. "This game is linear" does not fucking mean "I want to dick around doing whatever retarded shit I want" it means that you are funneled very explicitly from point A to point B the entire fucking time and you can't even do shit at your own pace. VD can't give you multiple main quests and let you solve them in the order you feel like by telling you "go do shit and figure out the fine details of how on your own", he has to move you through one main quest at a time in his preferred order handing you all the options at predetermined points in specific ways. World interaction and mechanical design is at a minimum as CYOA design crowds out everything and quest linearity becomes a negative constraint against freedom of activity. Even switching towns is tightly controlled by the narrative restraints VD imposes. Technically you can leave town early, but we all know it is fucking penalizing to do so.
This type of comment shows how childish and spoiled you are. You get to make decisions in the same way you make in every cRPG. They are scripted events predetermined by the developers. The only difference is that in Age of Decadence there are tons of text-adventures and interactive scenes. Some players will feel like that is reading a book, but that’s is just silly. Or maybe is the fact that you can actually fail in Age of Decadence. That may give the sensation that the game is too restrictive. It isn’t. The game is just punishing you for making mistakes in an unforgiving world. People are more usually affected by the negative things that happen to them (negativity bias). Considering that they have being pandered since eternity for every lazy cRPG developer out there, the reactions to Age of Decadence are more than natural, even though they are still biased and unjustified.
That's just fucking retarded. First off, saying that I would rather have to puzzle out solutions for myself than be handed them on a silver platter is the
opposite of spoiled you fucking AoD apologist. Second off, the issue isn't that failure can occur, but rather that "thinking outside the box" is not a viable means of problem-solving. You almost always operate inside the box VD hands you and it's not worth your time to try to think of anything else because if there would've been another option VD would've told you. On the subject of failure though, sometimes failures are handled too excessively. If you get thrown out of the Merchants' Guild for instance, you're now free to work for anyone else in Teron, and yet you can't do that because it would interfere with VD's prearranged questlines. And failure in AoD is often just code for "go reload and reassign your skill points for success this time." More often one is punished for their lack of foresight than their lack of skilled play. And the game does an inadequate job of pressing a player to accept failure and keep going. Save-reload design is a problem in general and in AoD it too easily becomes a massive crutch, especially for newbies.
It is not enough to provide you with more choices than all the other cRPGs combined. No. They need to account for every single preference that you may come out with, otherwise, your game is linear. Being a cRPG developer is an ungrateful task. You need to pander the egos of man-children who have no concept of scarcity of resources.
Maybe I didn't explain this well. Sure, it's a laborious demand to ask that developers create new paths for every type of content desired, but there are serious problems for instance with playing as a Praetor (whose entire job is to look out for the interests of House Daratan) and yet being denied any road to success in this capacity. It's an issue that you can be a Kingmaker as Imperial Guard and yet have it go
absolutely fucking nowhere because VD decided that Antidas is too incompetent to actually become king, even if he has competent men (protagonist, Dellar, possibly Carrinas) helping him succeed. Similar concerns exist in being unable to remain as an assassin while trying to depose Darista who is blatantly turning the AG into Lord Gaelius's personal retinue. You're allowed to persuade Hamza as a
Merchant and yet you're not allowed to persuade him as an Assassin (wtf). Your only choice is to backstab the guild.
But let's go over some smaller circumstances where your only choices are to handle things VD's way and how this gets stupid. In AoD, it is a rather popular solution to your problems to just put bodies into the ground, but you are never allowed to hire others to do this work for you, unless it is a main quest pre-packaged solution. You're not allowed to hire the Assassins' Guild, even though this sort of work is their bread and butter. You can't pay the AG to kill the outpost or the bandits for you. You can't even buy poison for the outpost either, unless you're Assassins' Guild, then suddenly Coltan's services are available free of charge. And in the AG questline it's clear that Coltan does in fact sell poisons for murder. These solutions are denied to you because Vince does not want you to have them as a non-assassin. In Maadoran you can't hire mercs or try to hire assassins for anything either. Nevermind being turned down, you're not even provided an opportunity to fucking ask. If you're playing Thieves' Guild as a grifter and you redirect the gold shipment, you have to steal the gold yourself even if there are two guys next to you who are much better at stealing shit than you are because VD wants you to do the steal checks. If you don't redirect the shipment, the game doesn't care if you're a pure sneak-thief; you're still obligated to play the role of the thug even though you are woefully incompetent at this task and thus not the sort of person who should be taken along on the job. That's not good C&C.
Choice and consequence as a concept is about the player exercising freedom and having the world react accordingly. In AoD choice and consequence means you get an itemized list of VD-approved choices and you can pick which road you like best (a road which is usually predetermined by your skills anyway).
You think the paths are linear because you don’t want the characters to have a life of their own. Instead, you want them to be cartoonish silly things that you can toy with and feel in charge. In other words, you are criticizing the game for allowing you to interact with a meaningful world. That’s real freedom. It takes responsibility and your choices can bite you on your ass. That you don’t like. You prefer the silly things with easy-peasy skill checks because you want the pretense of making choices when what you actually want is an ego pandering playground. You are criticizing the game for having meaningful C&C while pretending to do the opposite thing.
No you fucking moron. I am not criticizing the game for letting characters have a life of their own or letting you interact with a meaningful world. I am criticizing the game for doing the exact opposite. That it does not allow you to exercise initiative in interacting with the world. It only allows you to interact the world when VD fucking pleases. You can't persuade Hamza to depose Darista as AG but you can do it if you're MG. You can't cut a deal with the Imperial Guards to declare Antidas emperor while remaining Praetor, but you can make the deal if you defect to Imperial Guards (and be completely stuck as an IG stooge in the process). That's the problem with VD's CYOA-based design. Give Antidas or IG the steel smelter and you won't ever see their men clad in steel or blue steel as a result. They don't fucking do anything with it. You speak of characters having their own lives but the world is always on pause as you do your shit. Also, while main quest might react to the stuff you've done, the consequences hardly ripple out to the sidequests, and many times the particulars of how you progressed within a specific quest are forgotten about shortly thereafter. It's not like if you kill the 2 IGs during the MG->IG defection you end up with a few IGs going "That was my friend you fucking asshole." No, nobody cares. You just continue the defection same as every other MG->IG defection. Rarely do characters even care or take note of who you are and what you've done unless it's major quest shit. Your hype about characters having lives of their own is some overblown shit.
You're asking for sandbox-like freedom in a story-driven game where the story/setting dictates what can and can't be done. Antidas can't win because he's a weak leader, poor general, and doesn't have the resources. His best option is to become a vassal to a powerful lord.
And that doesn't make sense when the weak leader has a tendency to delegate the shit he is bad at to more competent men. He has Dellar (and the protagonist) to keep house in order. He could have Carrinas or Mercato leading his army. He could have a blue steel refinery to arm his men. He could have a loremaster who knows his way around blue steel (Cassius). Maybe Antidas himself isn't a great leader, but that doesn't mean he can't become a vehicle for great men to achieve their own ambitions under him by supporting his rise to power. In fact that's the exact pitch that's given to Carrinas - make Antidas emperor and we can rebuild the empire and you will still be running the army and restoring law and order without it becoming a shitty coup and naked power grab. Instead we're just left with Antidas losing everything and Carrinas failing to push to restore the empire. It's also a pitch that should exist for the protagonist - if you support Antidas's rise to power and help clear out the troubles on the way, your fortunes should rise with his and you can become one of the most important and powerful figures in the empire. But no matter what, Antidas is not permitted to gather a proper army or political support from other factions. The sellsword legion, the IG legion, the blue steel armaments (which disappear from the story altogether), etc. all somehow fail to have any impact. At best you can settle for peace.
Benny is there to reinforce the notion that you aren't the only person exploring or looting old ruins. That's why you run into a prospector at the library, zealots around Zamedi, raiders attacking the monastery, etc.
That may be the purpose of having Benny there but it's still bad writing. His presence is jarring bordering on the absurd and he feels like a ridiculous convenience placed there to give speech checks a chance where sensibly there should be no option for you to talk your way through. It would be one thing to hire a loremaster to come with you who would then help you get through this mess, but another to conveniently find one in the middle of nowhere past some highly lethal machinery who just so happens to have survived long enough for you to show up and he can even help you progress deeper despite having been stuck there. There have already been raiders and the weirdos who named it hellgate who've gone through the place if you just wanted to make the point that the protagonist is no one special for finding this spot, although I do feel that you take the whole "the protagonist is no one special" theme to an extreme if these are the lengths you go to in order to establish that everywhere he's gone others have seen it first.
You can't get rid of Strabos for the same reason a new employee can't get rid of a powerful CEO, etc.
This is the age of decadence though, not the present-day legally inclined society. And your boss is recruiting your help in
causing a coup against the local ruler. Surely there are ways to get him killed/deposed and position yourself to profit from it. MG is all about coming out ahead by being a scheming bastard.
They are thugs for hire, not ninjas
You say that a lot but assassination is more about scoring quiet kills when you catch your target off-guard than walking in through the front door with a sword in hand. It's one thing to get forced into combat because your mark is smart enough to anticipate assassination attempts and you have to do shit the hard way. Hell you can even make a case for AG needing guys who can do shit the hard way when necessary. But assassins as a rule should not be in the habit of giving their marks a fair fight. They should be in the habit of not giving the mark a fight at all. That doesn't require magic ninjutsu powers. I feel like you have a contempt for the assassin's trade while writing an assassin questline if you complain that assassins can't be ninjas as a justification for why they should just be frontal combatants. Assassins don't need magical invisiblity powers but there's nothing wrong with an assassin being quick, quiet, and deadly or finding ways to deceive marks into imbibing poison or taking a wrong turn somewhere that they can be offed without fuss or getting a guard to be unavailable when he should be so you have free access through a target's defenses and so forth. But actual assassination quest routes are rare in the AG line, and that's a valid complaint you should come to terms with.
You can do a lot more than that.
We're speaking of the faction questlines frankly, and we all acknowledge them as faction questlines. Yes, you can pick your path to a point, derail off of the current route into another one, but you are always on a pre-planned, linearly progressing path. That's why we tend to name quests with the convention of AG4, TG1, MG7, etc because all these quests are progressed linearly and everyone can figure out which quest something like HD2 means. That's why I call it multi-linear: You do have choices, but all the choices take you down discrete questlines with decisions directly handed to you by the questlines and events occurring at the pace of the questline. The exception to this is if you skip town, blow up Maadoran, or make your way to the Temple early.