So basicly what you are telling is that if something is not a core, essential part of the game, it is a gimmick? It is not. It's like saying that towns are just gimmicks. The stronghold is a big area, which has quests, a lot of benefits, added bonuses, extra activities which have an effect on the gameplay.
Read the fucking word description in the link. It's for appeal, it was a stretch goal, made just to gain funds; not because the game would be defficient without it, that's why it's a gimmick. It's there because it's a stretch goal, not because it was the original plan or because it was essential in the PE experience. All the activities are limited within the Stronghold's "quest". The Stronghold just has a lot of elements of its own, not affecting or being affected by the rest of the world.
For many gamers, including those regularly posting on the Codex, a stonghold does better the game as a whole. A game needs content in addition to its various systems and mechanics. And a stronghold is just that: content. Contrary to what you seem to be claiming, a stronghold is a valid and large element of a game, in the same way a city is. Like a city, it's a hub full of NPCs and POIs to interact with and quests to get. Would you say designing cities in an RPG game is a waste of time and resources, that could be used to on improving game systems? I'm sure you wouldn't. A game with only systems in it wouldn't not be very exciting to play. Even if the systems were excellent, because additional time had been devoted to perfecting them.
I guess Potatolandes should defend their Hungry customers.
You are comparing a city( a hub full of different quests and NPCs) to one side quest? Cities are, one would assume, a major part of the world, the lore, the quests, the story. How does one stronghold that the player might completely ignore is of equal importance to a city? For that matter why spend a similar amount of resources for the stronghold and an entire city, if that isn't a more core gameplay mechanic? This isn't even the NWN2 stronghold which, regardless of being well a designed mechanic or not( and whether one did anything with it or not), was an absolute necessity to go through in order to advance. I do want more and better content, which is exactly why I don't like
a lot of resources being spent on
one gloryfied home
side quest instead of something else. The description doesn't give me the impression that it opens quests with anything irrelevant to improving the stronghold, or giving depth to the world. All they seem to be is, "Increase Prestige", "Increase Security", "Visitor X gives you Y benefits" etc. Pretty similar to bying furniture for a home in a bethesda game, but with more micromanagement. It's a side quest, and it drains more resources than most other side quests. Resources that could be used to add more content, improve the mechanics, make sure that bugs are fixed, give more depth to the world. Anything better than a glorified Sims home. Especially when Tim could instead be the counteract to Josh's boring and fun depleting balance acts( according to the glorious PE thread we have on the kodex at least
).
And this is the problem here. You don't like it. It's your personal preference. Now imagine if we started removing all elements of the game, somebody doesn't like. We would indeed be left with a skeleton of a game. I'm sure nobody would enjoy that.
Yes, it is my personal opinion that the Stronghold is a waste of resources; your point?
Where did I say that they should remove things for the sake of me not liking them? Adding things for the sake of adding is BS as well. It would be better to focus their
limited resources elsewere. At the very least, that means they don't spend more on the Shold than it's needed. At most, that means replace things, or better more important stuff, not leave the game empty. And it definitely doesn't mean removing something because someone simply doesn't like it( and it's a stretch goal anyway, it won't be removed). They should take into account why someone, or a group, doesn't like something though. Check the update about weapon repairs on that.
As explained before, a strongohld IS expanding the scope of the game, only in a way you don't like.
Yeah, I can see the scope of the game expanded to a real estate simulator, in PE2.
In PE though, it only expands one thing, and that is the time it takes to complete the Player Home quest. It would increase the "scope of the game" if, for example, its status( and the player's status as its lord) affected the reaction of people outside the hold and had- logical- consequences(or in reverse, people not inherintly relevant to the Shold, affeted what resources could come your way). I'm not saying this is a good or bad idea, just that currently the Shold doesn't expand the "scope of the game." As it is, everything relevant to the stronghold stays in the stronghold.
And thanks for ignoring 90% of the post. Once again, I'm not saying Player home Sholds are inherently bad. I don't personally like them, but that doesn't make them bad as an option or a major gameplay element. What makes this one "bad", is that this is just one isolated instance. One side quest, out of many. And they spend more resources for this one overglorified player home
side quest than they should. They have a really good Systems designer, Tim Cain, and they waste him on the player home quest. They have limited resources, they should try making the game work, and focus on their original promise of making a good isometric RPG, rather than a bethfag player home with radiant mini quests. That's what makes it "bad".
Lastly, Obsidian does have a reputation with bugs. Focusing on fixing that reputation, coupled with succesfully launching a good isometric RPG, might be a tiny bit more important for continuing the possible incline, instead of one extended Hearthfire DLC quest.