Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Well yes but usually they have like 5+ quests before they stop, I’m saying the little bat girl only had like 2 or 3 foe me before stopping and I’m asking if she’s an outlier or if there was supposed to be more
The game encourages players to let go of the need for perfection and accept that not everything can be completed—a concept that can indeed make one reflect on their own limitations and priorities. It frames the incomplete tasks not as failures, but as part of the game's deeper message...
I sincerely hope that is not the case. I realize that this is the Stanely Parable devs so that may full well be, but I don't have to like or agree with it. You find it brilliant and humbling and that is your right. I find it irritating and against the game's OTHER message of slowing down and not over-extending. How does incentivizing me into doing things in a specific, undisclosed order facilitate relaxation and acceptance? What does it have to do with burnout? How does that teach me about priorities when I have absolutely no idea what to prioritize, just the sudden knowledge that I HAVE to prioritize SOMETHING or I will be rushed along to the next part?
I am COMPLETELY fine with not getting closure on everyone's story - it's not what I want, it's sad, but it's realistic. I like that design choice because it reflects my actual limitations - the limitations of Alta’s ability to connect with or help these people. But if locking me out of even talking to characters unless I do things in a very specific order is a design choice, it's not a reflection on MY limitations, it's a reflection of the game deciding to force them. It's putting an arbitrary ruleset and restrictions in the game for no real reason.
I know the game makes a point about impermanence and such, but forcing me to proceed seems at odds with the other game's message of "taking your time". Hopefully it's just a bug, but I've already moved on :/
So for now I stopped playing at that part and sent in a Bug Report. No answer to that yet, but I hope for a fix for that.