I see this trend on these forums over and over where people make an observation about the game and then it kicks off an argument about whether facet of game A is more important than facet B, and someone else says ‘it’s still EA.

Not everything is a battle to be waged. There’s not a ton of us to argue over a game design flaw.

So here’s what I’ll say. It is still in EA and a lot of the more obvious holes will probably be patched over. That being said, you can infer from just the map that the game is meant to be more similar to a DnD experience than a specific story and I think that ok. It gives a lot of replay value. Every time I restart I end up down a totally different path than the last time.

So yeah OP you’re right. However, clearly this game isn’t designed with the same type of branching story lines of other games. You’re probably not going to get a very clean narrative, but you’re also not going to feel like every play through is the same but you picked option A at plot point B. It’s more on you to tell the story.

Unfortunately, us arguing about it isn’t going to change the fundamental way Larian structured their games. I know that might not be what you want to hear. It’s also not related to the ability to shove, or the number of barrels or whatever.