So wrong.
-Firstly, I never made a claim that something natural, like wild berries, were artificial.
-Secondly, expanding on the first point, the entire rest of your comparison falls apart because I never claimed something that wasn't artificial was.
-Thirdly, Monster walls are artificial, because they don't exist by natural world design, they exist via highly structured world design, the exact opposite of a natural game design.
Its unable to adapt because even if you take the shortcut route, the game still acts like you took the long way, and your character presents information about knowing Benny as if he went the long way. Unlike in Fallout 3 how if you skip rivet city, go directly to your dad, and free him, when you actually go to rivet city to met with him a Doctor Li, dialog clearly shows that you haven't met before.
It doesn't mean it isn't a monster wall, just that its a poorly designed one.
-Firstly, I treat others how they treat me.
-Secondly, yes I realize that fact, I also realize the same hold true with you when you post in the Skyrim forums and everyone goes "ohh, that just longknife being longknife". You might as well be the pot calling the kettle black.
-Thirdly
--I never had to spam potions in Skyrim, it wasn't hard to not get hit, It's called moving around and kiting, pretty common for games in general.
--If your damage is "disappointing", perhaps you should get perks, weapon upgrades via smithing, or use potions/magical items, all of which exist to boost up your damage. The only way I can see fights getting longer is the player's non-use of half the game's items which dramatically increase damage at a rate higher then that of which armor increases, which is only your fault.
--All enemy types exists at level 1, including bears, so your example really makes zero sense. No enemy type just "appears" once you hit a certain level. Your example isn't supported by game facts.
--Bandit chiefs don't wear ebony, ever, they wear, at max, steel plate, which is a slightly better version of steel armor, which mid-high level bandits wear frequently. Once again, you provide an example competently devoid of anything that resembles how the game actually plays.
-Fourthly
--The quarries the Deathclaws are found at are two entirely different types of quarries, the first is limestone, the second is a gypsum quarry. So proof that deathclaws like gypsum is proof that deathclaws are attracted to limestone? the lack of anyone mentioning their liking of gypsum, or being able to use it in gameplay, makes it a well established fact that further proves their limestone attraction? The answer to both those questions is no, it just means Obsidian had no idea what they were doing, and tried to hamfist an unsupported explanation for their terrible game design.
--One should not need a comic to explain in-game events. Not to mention the comic itself is largely inconsistent with what is shown in the game, such as chances map, the horses, and several other things, so its canonisity is struck down BY THE GAME ITSELF, and the corpses the cazadors are attracted to are in a largely secluded area, which doesn't explain why they are also infesting a large area outside of the camp area, that has no corpses. If the corpses were like, in the middle of the road, you would have a point.
-Fifthly, if they wanted gamers to be able to get around it, why bother putting it in at all? why not just make the story work by going the other way, but persuade players to go the long way by creating a REAL reason to?
The simply fact of the matter is, their story, as it stood, offered the player no real reason to want to hunt down Benny, besides pure revenge, because, at the opening part of the game, you have zero idea that what he stole was even remotely important, and that is a TERRIBLE motivation, so they had to FORCE motivation upon the player by making monster walls, and, funny enough, this is something THEY ADMITTED THEMSELVES, when they said they should have added in the option to just leave via the Mojave outpost because there was no real reason for you to hunt down Benny besides pure revenge.
In short, their story lacked real motivation, they knew it lacked real motivation, so they created artificial means to FORCE motivation onto the player by constructing barriers to make the player go down the path the Devs wanted them to. Which is terrible game design, and terrible story design.
-Six
-The above is pretty good reason.
-Increasing enemy damage, and not increasing enemy armor to the same degree only means the game gets increasingly easier as time goes on, negating any real challenge because they player will get uber-weapons that allow them to plow through their enemies long before the enemies damage actually hurts them to a significant degree. the only thing more boring owuld be introducing a realistic combat system were headshots are one hit kills to most things. The system, as it is now, while FAR from perfect, offers more consistent gameplay.
-Seven, except points one and two don't contradict each other, as many who have played Skyrim can tell you.
-The constant inclusion of many lower level enemies in the enemy spawn pool, that were hard for you when you were a low level, means you will be able to feel real progression by being able to plow through all the enemies that use to give you trouble, when you were low level, because now you have more hp, more armor, and higher weapon damage, and thus can kill them 10X faster.
-The inclusion of enemies that are the same level as you, in the same monster pool as the lower level enemies, means that, along with the super easy to plow through now enemies that were formerly hard when you were a low level, you will be facing enemies that are as hard as those lower level enemies were back then, thus keeping the game, at least with around 50% of the enemies, as hard as it was before.
-On top of that, the inclusion of higher level enemies, in the same enemy pool that the above two share, means that there will always be some challenge for you to face as you level up.
Its a system that provides progression from the inclusion of low level enemies, consistency with the inclusion of enemies at your level, and challenge via enemies higher level then you, all in one, and while far from perfect, it offers better game design then monster walls.
I like how you ignore all the perks that introduce 100% new effects like
-Paralyzing Strike: Backwards power attack has a 25% chance to paralyze the target.
-Savage Strike: Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.
-Critical Charge: Can do a one-handed power attack while sprinting that does double critical damage.
-Eagle Eye: Pressing Block while aiming will zoom in your view.
-Power Shot: Arrows stagger all but the largest opponents 50% of the time
-Steady Hand: Zooming in with a bow slows time by 50%.
-Bullseye: 15% chance of paralyzing the target for a few seconds.
And this is just one-handed, and archery, there's 16 other trees worth of perks also.
All of which introduce new powers and abilities your character didn't have before, and none of which are needed to counter act the increase in enemy damage/armor. The ONLY perks that exist to cancel out the increase in enemy armor are the 20% more damage perks, which only make up a handful of the total perks in the game.
And while I did say that you get the same challenge before, I also stated that the frequent inclusion of lower level enemies in the spawn lists also gives a sense of progression, and that the inclusion of higher level monsters offers challenge. It is VERY noticeable how much your character has progressed once you get to level 30+, and half the bandits are still the level 1-5 bandits, and your just plowing through them in one hit when before, back when you were level 5, it took like 5-6.
Well first off, every single dungeon in Skyrim doesn't work that like, none of them do actually. You will find high level 19-25 Bandit Marauder/Plunderes, guarding the front door of bandit dens along side level 5 Bandit Outlaws, you will find Charus reapers and Falmer Shadowmasters alongside normal Charus and Falmer at the entrance to Falmer Dens, you will find Dragur Deathlords in the opening rooms of many dragur crypts, alongside their Restless Dragur counterparts. So simply put, once again, you describe a situation that is totally devoid of any real connection to how the game woks.
And even if they did what you said they did, and make all dungeons just low level - mid level - high level, enemies, in that order, all of them are intelligent creatures who can access their own skills, and the skills of their comrades. Hell, bandits have to take tests to get in, ones who barely passed are the weaker ones, so on and so on. It isn't hard to tell how strong someone is.
So deathclaws lay eggs in caves...... so do giant spiders in Skyrim..... but Bethesda didn't make some race of uber-spider, put them in a line to block players from going places. And frankly, it doesn't matter if you can make up an explanation, when something is as obstructive of game design as a monster wall, it should be explained to you, otherwise, it comes off as half-assed, contrived, and obviously BS.
Storyline linearity =/= world design linearity, two entirely different subjects unrelated to each other. Example. Mass Effect uses a linear world design, in that all major plot missions are giant hallways, but has a non-linear story.
Considering I didn't actually make an insult, or claimed he didn't know something, I just asked if he knew something, there was no ad-hominem
Secondly, no, I never complained that there is a story and consequences, I complained that the story lacked any real consequences, and any real backup plan, for if the player by-passed the long way, as the game still treats you like you did, and continues on as if you did, which is why they had to make the monster wall, to make up for the fact the story doesn't really work without forcing you down the path.
And thirdly, I think Obsidian did well with much of the rest of the game, they introduced many new ideas, such as weapon repair kits, alternate ammo types, a more divergent story, more useful stat/skill checks, and a largely improved crafting system, that offered many fun and interesting gameplay improvement over Fallout 3. Your strawman of "he thinks Obsidian did a handful of things wrong, so he MUST think they did EVERYTHING wrong", is a poor one.