Bruce Straley, who worked at Naughty Dog as director of The Last of Us, recently criticized the lack of freedom in Red Dead Redemption 2. In a conversation on Twitter, he said:
“The game killed me when I tried to flank in a mission – just like in many story missions in RDR2, the game requires me to do exactly what the story wants and continually removes my choices. The environment was open and I had the skills, but they punished me for trying to think for myself instead of rewarding me.”
The former director questions the game’s freedom in the story missions, saying it forces the player to follow a completely predetermined pattern to complete a mission, and that this goes against the purpose of freedom that Rockstar wants to achieve. He added:
“I would say that removing player choice to achieve ‘epic stories’ completely undermines the power of interactivity. That’s why it ends up NOT being epic, because I end up frustrated that the game doesn’t trust me… so I’m simply meeting requirements to trigger cutscenes.”
It seems Straley is not the only one who feels this way. In the conversation where the former director voiced his opinion, Matthew Gallant (software engineer at Naughty Dog) also showed a similar opinion to Straley’s:
“It’s especially noticeable in RDR because some of the choices you want to make (flanking the enemy, planning a different approach) are fully supported by the core mechanics and your character’s motivations. But not being able to carry them out makes you feel completely stuck in the hands of the game’s developers”
Source: Eurogamer



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