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I want you to show me on this picture where does it say "dead end".
https://imgur.com/a/ABr9sJq
Later on in the game you can craft a portal maker to open anywhere and get you back to the garage. Also, dead ends are marked on the map so maybe pay attention?
"NO STABLE EXITS" means that once you enter the junction, you can only leave it through a stabilized road that appears on the map. These appear in locations where there are no gateways to bring you back to the garage, but there ARE further junctions available to be driven to on the map after that one.
"DEAD END" happens mostly early in the game, and represents the above situation, but where there would normally be stabilized roads to drive further, they cannot spawn because you have not progressed far enough in the story to have crossed into the mid-zone.
Until you complete the wall crossing mission, you are confined to the outer zone, even though many of those junctions will have connections into the mid-zone afterward. You can see this on your map in your screenshot. After you complete the wall crossing mission, what would have previously been "DEAD END" turns into "NO STABLE EXITS" because you are now capable of driving onward.
I no longer see "DEAD END" pop up much, if at all, because I'm capable of exploring into the deep zone, and presently most of those deep zone junctions are unexplored, meaning there will always be a gateway back from them. Maybe once you have every single zone explored they will make a comeback for the deepest parts of the zone, or maybe the deepest part of the zone will always have a gateway, but that remains to be seen.
This also, incidentally, answers the question for why "DEAD END" exists in the first place: it's a placeholder text for people who have not yet progressed far enough in the game to be able to cross the zone walls. The game isn't trying to ha-ha-gotcha you. It's not trying to make your life hard. It's an unavoidable consequence of the fact that junction randomization produces some zones with gateways and some without. It just happens that in early game, the zones without gateways can't let you drive through either, so the game gives you a big fat warning not to go there.
Btw, you have more than one Dead End on the map of yours (i counted 4).
My car was smashed and many of the items I had collected were lost. As I looked at my battered car in the garage, I realized that I didn't have the energy to rebuild it again, so I should step away from this game for a while and give it some time.
I've played a lot of video games in my life, and one thing games have taught me about playing them is it's frequently worth exploring, even if an area is dangerous. What is bad game design is to put in a notice that will pique the interest of players who have learned that same lesson from other games, only to have them discover that yes, the game developers put that in as a deliberate trap, the only purpose of a dead end in this game is to allow the players to enter there so they will lose.
This does not, in any way, enhance the player's game experience.
I mean, that's a theoretical possibility. Bit of cynical assumption. I think it's more likely that dead ends are the result of how the junctions and their randomness function in this game. You need to explore junctions to stabilize access roads to the next junction, and since junctions have a random amount of stable exits (which allow you to summon the portal), that means some unexplored junctions will have no access roads OR exits, becoming dead ends.
The game doesn't say "this might be dangerous", it says "dead end, do not enter". The developers have no say over your impulse control..
This person gets it. Any game with signposting like this should take the ideas explored in The Stanley Parable (or any Big Red Button scenario, really) into consideration.
If the game heavily advises against doing a certain action (ex. DO NOT ENTER), you can be sure that many players will do that action. Not every game needs to reward this curiosity like The Stanley Parable, but the design could at least account for it by implementing a “back door” that places the player back on the intended path after it is clear there is no gold at the end of a particular rainbow.
Forcing the curious player to die/reload, regardless of what game genie options are available in the settings, is a pretty old school, and unimaginative, way of implementing this back door. The rest of this game shows creativity in abundance, so I think the devs could have done a better job here.
I have come to deeply appreciate game design in which developers mean what they say - when "do not enter" is not some kind of 4D chess reverse psychology gambit but a straightforward "do not enter".
In Sunless Sea, a game full of potentially bad decisions, one decision stood out as among the baddest of them all. Before making this decision, the game tells you, straightforwardly, in non-narrative text, "Do not do this." And of course it still lets you do it, because one of the themes of the game is how unchecked curiosity drives men to madness and ruin. Sure enough, the decision is a terrible one with no payoff. Your character is irrevocably ruined. This, I thought, was a wonderful example of someone saying something and meaning it, no mind games - the only mind game is that *you* thought they might be lying.
I recognize the irony of saying "no mind games" in a game like Pacific Drive, which is otherwise full of mind games, but I think that the important part is that I never felt like the game (as a game) was lying to me, or trying to make me second-guess its intentions.
Ultimately, though, I think there can be no real reconciliation between these two positions. Some people simply don't want a game to contain the possibility of making the wrong decision and being punished for it. They want those decisions not to exist at all, or for there to be some sort of back door exit, or for the punishment not to be much of a punishment at all.