Do you understand how sentences string together to form paragraphs, and how paragraphs are connected to each other via common ideas? I did say the latter, if you had read EVERYTHING, instead of cherry picking one sentence, you would know that.
Also, Deathclaws liking linestone, thus moving into the quarry, and Cazadors liking canyons, are VERY flimsy and hamfisted excuses the devs shoehorned into the game to try to explain the monster wall. Unfortunately, they didn't actually integrate those ideas into the game world in a way that actually made those excuses be believable.
Deathclaws liking limestone comes up exactly once in the game, and is never used to expand upon Deathclaws in any way, besides to serve as a poor excuse for why they are in the quarry. You can't use limestone to attract deathcalws in any part of the game, nor are there any other places in the game with huge limestone deposits that deathclaws have invaded. Deathclaw's liking limestone is, for all purposes, a mcguffin that exists solely to try to explain why the monster wall makes sense, which it does very poorly, when any real examination of it shows that its obviously BS. Had there been any real integration of this attribute of deathclaws in the game, there would be at least some justification and believability, but as it stands now, them liking limestone is about as believable as well written as someone explaining a magical artifacts power by saying "well, its magic, so it makes sense".
As for Cazadors, they inhabit everywhere, from near water, to canyons, to a fairly open plains, and at the same time, also don't inhabit other areas that met these same conditions, so, once again, why exactly do the Cazadors inhabit THAT canyon yet leave others alone? Why do they live THERE when they also live near water? The only answer to those questions is "because the game devs didn't want you going that way because the poor story design couldn't adapt to the possible choices", or in other words, poor game design with no real justification.
No one is questioning the ability to bypass the monsters, in fact, I even made mention of doing it myself before. The whole "People are just to lazy to actually try something that isn't just shooting their way through." is so unrelated to the topic at hand, "i.e. the topic that there is no reason for a monster wall to be there, period, the ability to get past it or not being 100% irrelevant, because if the story was actually designed well the game would be able to adapt to the player JUST going there, and thus there would be no need for the monster wall at all" that I actually question what point you were trying to make.
And that totally ignores the fact that the player being able to get past said monster wall only shows that Obsidian couldn't design their own barrier systems well enough to be real barriers. Essentially you are saying that it doesn't matter because it's designed badly, and fails to do what it was meant to do, or in better terms, you are saying that bad game design is OK if you can get around it.... instead of actually wanting to fix the bad game design.
Either
A. the monster wall should be totally impassible, but have several well explained reasons that are integrated into the gameplay as to why those monsters are there
or
B. There should be no monster wall, and the story should be able to adapt to you just going there.
Because having a monster wall with no real justification for why those monsters are there beyond "we said so" is poor game design, and reflects poorly on the writers, the world they made, and makes the game feel increasingly artificial, unrealistic, and obviously gamey.
Nope, your still an entirely different court then I am.
My argument is the above, or in bullet points to make it easier to read
1. A good story would be able to adapt to the player's actions, and their ability to go places before the dev's intended.
2. New Vegas's story doesn't do that, and largely acts as if you went the long way around, even if you took the shortcut.
3. The monster wall exists only to serve as a barrier to force the player down a specific path because the story that cant adapt, cant adapt to anything else.
4. The monster wall fails to do even that, showing a lack of planning/testing, and general poor game design.
5. That they didn't take the time to make the story adapt, and instead decided to place monster walls and invisibility walls around the game world shows an ungodly amount of laziness.
6. Game design that comes out of developer laziness is poor game design, is entirely artificial, and has no reason to exist, nor should it be tolerated.
7. The belief that you are "supposed" to be able to get past the monster wall is unsupported by the game itself, as evidenced by how the story doesn't adapt to it, and seems largely like some BS excuse people made up because Obsidian can do no wrong!