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Try reading over the requirements for the lore merges, they tell you the possible inputs to complete each step (i.e. you can use fascination, one of the max level skill trees (unsure if it was Study or Art skill), or have a library HQ, such as Morland’s. Also you can use lantern-related influence to expire, which spawns fascination, if you want to better time the event for study. Keep in mikd you can check the money-eating timer to see what the next negative event is, and whether it’s trembling in the air or not.
This is meant with no offence. Babies grow.
the game just isn't set up that way. there's 2 learning curves imo: how to survive/not lose to health loss, despair, fascination, evidence, etc., and then how to progress. the curve for survival is fair, there's only a handful of ways things can go south and learning counters to events takes a bit but once you know the ins and outs of it, you only lose this way if you stop paying attention to the timer.
The second learning curve is god awful. Nothing is really explained and you have to infer so much for everything, even when the game gives you a bunch of options to choose from: transmutes even being a thing in the first place, influence usage (still not fully sure how to use them besides for ascension, or fascination lantern farm w/ specific hideout), hideout bonuses and uses, how to use non-essential timer cards (no clue how to use corpse, for example, or if the moonlit street is worth exploring at all past mid game), romance equations and benefits, dreaming in general, door drops, farming cards in general, rituals (until i peaked at the wiki i didn't know the ascenion card was optional in a rite, i just assumed each rite was a unique in-lore way to beat the game. nope! they're an essential part of the game i had no idea was possible without ascending), etc. A simple first-playthough log or quest/tip board would help so much in providing direction for progression or aspects of the game the player has not bothered to explore, since they're so preoccupied with trying not to die every 30 seconds.
I expect my second playthrough will be infinitely better than the first, but man does this game do a terrible job of giving you any direction.
This is a *cryptic* game based around the joy of struggling information out of it.
It would NOT have such a dedicated fanbase if it handheld more.
It has a target audience and it catered to them deliciously.
It doesn't REQUIRE outside help. You CAN learn everything if you try everything long enough. This is the intended way to play the game. Asking others for help is for when you are truly stuck, by the creator's intents.
There is a "Cryptic Guide" in the Guides, I STRONGLY recommend it as an aid.
Also, read the pinned topic.
Orrrr, leave this game behind and go back to TotalWar.
If it's not for you, it's not for you. Not every single game has to be adjusted to your liking. People have taste.
But that can be pretty tiresome, not gonna lie. It isn't everyone's cup of tea. At that point, though, your issue is with design philosophy, not design competency. That's significantly more subjective.
If the game is obtuse because it seeks to be obtuse, that's the opposite of incompetent design. It may not be design you like, and frankly that's quite valid. It's a niche with a pretty small audience.
...That isn't to say the game's design is at all perfect, because I'm sure it's not. But that's about the fine-tuning of balance and progression.