[quote=Wren]In both stories the player wasn’t given enough information to make and informed decision. What’s worse, the final outcome was dependent on pure chance (with bad odds). Cumulatively this robs the player of a sense of agency and immersion.
A certain degree of risk is fine, if the failure is amusing, or provides lore, or a unique reward, or if the stakes are low - these did none of this.[/quote]
[quote=Jolanda Swan]Seriously? A single choice that wasn’t signposted enough was your only chance?
And it would still be RNG dependent even if you had made the "right" choice (which was morally repugnant)?
I don’t get it. The reaction to Fine Dining showed clearly that a great portion of the playerbase (probably the majority) is frustrated by this type of gameplay. The Last Constable was also an indication of the same frustration. Not diminishing the experience of those who enjoy it, but why repeat what clearly was an unpleasant experience for many two times in a row?[/quote]
I agree completely with both points. I finished this ES just a few minutes ago, and my reaction on seeing the 0% success rate near the end was "Seriously? That’s complete BS." When choosing whom to buy the meat from, the text for the cheaper cut implies not that it will make the actual process of using the poison easier, but that it will make betraying the Prince more palatable to your character (because you didn’t have to pay too much for a fine cut for someone you don’t intend to help). I fully intended to betray the Prince and aid the Oblique Courier, but I had no way whatsoever of knowing that my ‘choice’ was being made right then and there. Buying a fine cut, I assumed, would make the Prince less suspicious of my involvement and make it all the easier to poison the offering. Judging from the other posts here, I was hardly alone in my bewilderment at the surprise pointless RNG check.
…and what’s worse, from reading other posts here it seems that even if I had chosen the poorer cut, I would still be completely at the mercy of the dreaded RNG. The chaos of Fine Dining was somewhat enjoyable, but the RNG-dependent ending in that one and in Borrowed Glory was frustrating and mildly enraging. Which is sad, because I enjoyed the writing in Borrowed Glory so much. The Prince, Seneschal, and Courier were such great characters, and I loved exploring the Court near the end. But the final choice, over which I discovered I suddenly had no control, was depressing and left a sour taste in my mouth. This could have been one of the great Exceptional Stories for me, but alas, it is not to be.
[Idea: A better way of handling this might have been to have the choice of cut affect the initial outcome; say, 60% success if bad cut, 40% if fine cut, but to allow expenditure of resources (such as Tales of Terror and other items obtained while exploring the Court) to affect the outcome. For example storylets to "Distract the Prince by asking him about what you found in the kitchen/heard in the halls/saw in the garden", etc, success based on a fairly low Persuasive/Shadowy check, success increases chance of successfully poisoning the homunculus by 10%, failure decreases by 10%, can be repeated. Allow player to back off and explore the Court further to replenish resources if necessary, e.g., "Beg the Prince’s pardon for a moment." That way, players that truly want to affect the outcome and lack the necessary items will have to sacrifice additional actions to obtain them, but can still do so.]