rohlfinator
Member
Makes sense to me. I guess the barrier to this in previous games has been that the tutorial sections generally double as an intro to the story.zigg said:You know, and this just hit me (others have likely thought of it already)... why can't they just make an opening area that someone who already has the proper skills can break out of?
Their level designers are way into the item lock and key idea, why not skill lock and key our way out of the tutorial?
But if they could design it in such a way that skilled players could get the full story introduction and then sidestep the initial zone and head off to the first dungeon, that would be a really interesting way of addressing the issue.