I’m currently “enjoying” the mission Amiri undertook in Flintrock Grassland, going stealthily in a camp to do her part of business.
How many things can be wrong at the same time with this “mission”?
The game changes completely, Amiri has to stay away from the defiled sisters, and it’s up to the player to guess how far is sufficient. If she fails, it’s back to loading the game - and there’s a lot of that. Changing completely the game and using to do something it’s not used for is silly, and frustrating to the player.
Amiri is not IC, her thing is not stealth, and behaving like she should only means to failure and more reloading.
CRPGs are about managing failure, it’s often possible once the player gets a feeling of the game and the abilities of his/her character and companions. Here failure means reloading, not a good experience.
What’s the fun in this linear mission of hide and seek?
The fight is apparently not turn-based, or not always, or something is different? That that it matters since it’s impossible to win.
I could go on. I hope there aren’t too many of those “experiments”, or at least they should be optional with a big warning “this is a different sub-game”.
Please don’t do this anymore.