Totally. The story needs to be presented 100% in game. The problem with solving in game though is it would require it to be easy enough for a majority to solve by themselves. This would mean that it will be solved in 1 second by someone with the right knowledge and the answer will be posted on reddit and forums immediately after, thereby rendering the puzzle meaningless. This is a problem.
It might be that they can continue the puzzles, but make the storyline not contingent on it, more like solvable side quests which can take longer to solve, and let the average players continue the story as it were through simpler stuff presented in game. Go to the right place, read the relevant text, takes you on to the next system, etc in a chain, like a quest. With PG its even possible to customize the experience for everyone, as long as everyone ends up at the same place.
I don't see why it should be made easier?
A.) You can overlay a browser on your game in order to stick to the forums. Although this could be in theory be solved if FD includes an ingame browser.
B.) I don't see why FDev should give you any tools to solve stuff. Although, an ingame notepad would be a great addition, yet, nothing you couldn't do on your desktop.
So, yeah, since everything's been made for mainstream, I don't see why the honeypots should be made THAT accessible. People really interested into figuring out stuff will eventually find their way to the respective places.
I really don't see why this has to be a World of Warcraft-Clone, telling you what to do, when to do it, how to do it and where to go.
Specially in a Sandbox-Experience, there'll be always spectators and participants. Easy as that. There's no need to serve everyone.
The only thing which has to be strict with is making the "starting"-information accessible for everyone. Now, if folks don't figure it out or don't stumble over it, it's their fault. Easy as that.
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