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I understand why this was frustrating, but the problem is that what you wanted conflicts with the game design. Random drafting is crucial to Blue Prince's design - which means early on when you have few resources and no knowledge you won't be able to "focus my attention" because the draft will override your preferences. This isn't an issue for a late game player, but of course you can't get there.

FWIW while I enjoyed watching other people play Outer Wilds, I found the fine control needed too frustrating. I might decide to investigate part of Brittle Hollow, travel there, fall into the hole, painstakingly get back, fall in again, reset, new day. That's exactly the same frustration you had, but for a different reason and as a result I was often unable to tell which of three things was true:

1. That cannot be done, it's an important fact about Outer Wilds, a revelation

2. I can't do that, I'm incompetent. Sucks to be me. Maybe try again?

3. That cannot be done, whoops, game engine limitation, unimportant.

I never had this in Blue Prince and so I was much better able to enjoy both the game itself and watching others play after I was done (Atelier etc.)



Random drafting is only part of the problem. My biggest gripe was the lack of in-run saving. When a run can take an hour, that's just disrespectful in a single player offline game.

And another (smaller) issue is the step limit. End game has you running to pretty far away areas. The walking itself quickly gets old, but you sometimes waste the entire run because you didn't have enough steps for the required back-and-forth.

That being said, I greatly enjoyed how note-taking was rewarded. By the end I had over 600 screenshots organized in different folders.


Mid-run save is a legitimate gripe. Practically the reason it doesn't have that is that the internal game state is probably horrendous and restoring it would be a nightmare. The engineering in Blue Prince is terrible. Imagine the terrible spaghetti you've seen from self-taught programmers, now, imagine nobody more senior is in charge and remember it's a video game so there's time pressure. So yeah, that's a quality issue, and definitely a fair gripe, I could imagine a hypothetical "fixed" version where this works.

The step limit is an important resource. There's a reason one of the early goals of the game (in Bequest and to some extent Dare modes) is to have more steps at the start of each day and why an important penalty of Curse mode is that you only have 13 steps. As with other resources like keys, you can learn to make better use of what you have and also how to get more of it within reason. I don't think it's as good of a game without Steps. They're not (outside Curse mode) scarce enough to commonly end a run, but they matter.


Drafting is already a limited resource, the step limit feels like a hat-on-a-hat. The early game could limit on available draft pulls without the step limit.

But also, I am one of the people that the drafting mechanic directly conflicted with my interest in progressing the game. That lack of being able to focus on a particular thread of my choice affected my interest in the game. I didn't want to juggle every thread all at once, especially without knowing which threads are the most interesting to pull ahead of time.


Drafting doesn't cost steps. That is an important early game realisation.

I think this sort of "If I just keep banging my head against it, then it will break" attitude is a problem and Blue Prince was a much nicer experience for discouraging that but of course each person is different.


Yeah, I noticed the engineering issues. One of the few PlayStation games I've played where crashing was a regular occurrence, which made the lack of saves even more infuriating.

I wouldn't suggest removing steps entirely, but maybe something softer than abruptly ending the day. After exhausting my steps, let me walk around without drafting rooms and picking up items, for example.

And the late game puzzle quality was very hit-and-miss for me. I loved the sigils, for example, and appreciated the permanent upgrades/changes. Other puzzles required putting disparate items/ideas together, but by then the game had expanded too much and it was unclear what paths were exhausted, still useful, or simply fluff, and the randomness made every check time-consuming.




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