Cromcrom - in your last couple posts, it's like you're Jekyll. He makes a helluva lot more sense than your Hyde.

As for the broader discussion, I'm another who probably set his expectations for D:OS in terms of "game world immersion" way too high. Specifically, I've posted elsewhere about things like "Why are antlers found in barrels outside the tavern, instead of on a deer?," or "Why can I shoot fireballs at 'unowned' crates or at the ground right next to a citizen, without having them react?," or "Why can I slaughter everyone in the marketplace, but not get accosted by a guard standing across the street?" You get the idea.

But as already mentioned by Raze, Hassat Hunter, and many others on the forums, we all need to keep in mind that Larian's inability to add these features - or if not these, others they themselves clearly wanted, like NPC schedules - into the final game does not prove the existence of a sinister conspiracy to deceive and defraud their Kickstarter and other backers. Rather, I actually believe their simple explanation that they bit off more than they could chew, and had to rein in "feature creep" due to economic reality. Yes, this time around, they don't have a publisher breathing down their necks - but a team of 50+ full-time employees needs to eat, and every day they're not selling full versions of the game to a wider audience puts that much more strain on their resources.

So do I hope in an ideal world they're able to cram a bunch more features and fixes into the final product, and somehow also integrate and properly bug-test the related systems? Sure. Do I think it's going to happen at this point? No. These discussions are interesting (and may even be relevant to Larian's next game, if not this one), but bottom line: we all (myself included) need to temper our expectations with a little dose of reality.

And oh yeah, I've logged 44 hours in Steam playing the alpha/beta. So playing D:OS has not exactly been a painful experience. smile