i for one enjoyed the writing;
it is hard to go for 'serious' and succeed when your audience is past their thirties, or near enough anyway. All too easy to come out as forced, fake, pseudo-philosophical, hipsterish and so on (i could start naming examples, but the die-hard closet dwellers would get an apoplexy). I have come to appreciate more and more those that strive to simply be ..simple.. fun, and engaging. Did they overdo it? Sure at some points. But such is the context of 'light mood'. It allows you to overlook such errors.
in D:OS, it also served the gameplay well. All that interactivity? Some of the possibilities available to me, i'd never have even attempted if the overall tone was different. That goofy, joyous/ludicrous undertone allowed me to approach things and solutions in a similar manner. Plenty of lolz moments, precisely because 'serious mode' was /off, and the game was literally built around my exploring them
and lastly..story is better when you get to make it yourself (interactions, open world, systems, reactions, interaction levels, triggers, et al). Ideally anyway. Some of you must by now have realised that the tighter, more solid, more good the story is, the tighter, the more controlled must the game be. Many type of 'corridors', many types of 'linearity'. Have had enough of people that, partly due to dev time constraints, partly due to the times being what they are, have had ZERO a theoretical education and almost ZERO a time to read read read, and yet still cling to the fallacy of thinking themselves capable of presenting one. Such is an exception, not the rule.
now of course some of you probably found the W3 to have a deep and engaging story...