Alex said:
Sorry, Brother None, but I have to agree somewhat with Thrasher here.
Oh, I agree vaguely with him too. I like the challenge fights being there, and I think they'll still be, just less than in Avernum 6, and really, honestly, Avernum 6 overdid it.
Where I just have to laugh it off is when he starts twisting what Jeff Vogel actually said to make it sound like he's "removing" challenge fights, that it "seems" like his intention is to dump his core audience to popularize the game. Vogel is a good designer who listens to fan feedback, and who balances criticism rather than just ignore it to be obstinately edgy, as Trasher might prefer. So he's changing a bit of is design style because it simply wasn't that good. Boo-hoo?
The problem here is the odd perspective that there's some kind of dichotomic, absolute divide between dumbing down and dumbing up. That it's fine to throw shitty challenges at the player because that's more intelligent, challenging gaming? It's not, it's shitty design. He identified something that doesn't works that well, and he's removing it. Quick, sound the alarm!
Alex said:
all other factors being equal
But that is never the case.
Alex said:
Or is there a trade-off in there somewhere (besides making the game more accessible, that is)?
There are many, many tradeoffs. Quality of design. Depth of narrative. Flexibility in important choices, which is something that leaks out the more non-linear you make your narrative. In the end intelligent gameplay and design are about intent, and linear or non-linear isn't the most important point there. Fallout 3 really doesn't become less dumbed down because it's non-linear.
I personally have a big preference for non-linear gaming. But I'm not going to pretend it's something it's not.