More like but some players were so used to the idea of being a mighty hero and savior of worlds, they just couldn't handle being unable to save some peasant from two thugs. They wanted to be heroes not "cowards", which was the most frequently used word describing this and other situations.
I think this is part of the situation. Like I mentioned in the previous post "There is only so much a designer can do for a player who
solely wants to experience a power fantasy," but for people who are willing to play the coward
and the hero, I think there are ways to mitigate the frustration for this type of gameplay style, which can encourage players to keep trudging along.
http://steamcommunity.com/id/192742/recommended/230070/
"I couldn't make it though the first quest I got it was so riggid and bland. I don't want to say what an RPG should be but this is just poor gamedesign. The begining of an RPG is supposed to be the strongest point hooking you into the lore and the rest of the journey. Instead I had to fight vastly higher leveled units or leave an old man to be beaten to death. No other option, no "fly you fool I'll hold them off" or reasoning. I got the feeling it was to introduce you into the cold hard world where you can't hope to win the 'right' way but it just further drove home everyone's else complaint in the game; play the way the devs wanted or lose."
When you dissect his points, there is a common thread. He's mostly complaining about the beginning of the game, particularly the Vardanis ambush (jesus, nine times out of ten), which leaves the point that if this encounter or a similarly structured encounter were placed near the end of Teron, or the beginning of Maadoran, would this player have given up? He seems to understand what you were trying to do, by "I got the feeling it was to introduce you into the cold hard world where you can't hope to win the 'right' way", so he clearly gets it, but still feels frustrated that the earliest point in the game is a hard block to his expectations. He can either change his expectations, or play for an hour and write a negative review, and considering that his expectations are likely due to years of modern game conditioning it's only reasonable he wrote a negative review and moved on.
Should we expect a person like this to trust that the rest of the game won't just be a severe case of frustration? And does the Vardanis ambush really add anything to the game, other then giving the player a measure of their combat readiness early on?
I disagree. Like I said in the article it is the optional content the player is well aware of that drives replayability. Anything the player saw but was unable to get in the course of one playthrough for one reason or another: different ways to handle a quest, another faction to join, and yes, places the player couldn't get into.
Out of curiosity, what's the difference between what you said, and this:
And just to be clear, the optional content that I would rather hide are the ones that add content like new locations, not the mutually exclusive ones like joining a faction or making plot decisions, etc.