
""Often, people don't want to finish the game, so they do all the side content before finishing it, because once the story is over, you're usually less motivated to do the side content," Nohra said. "And that's something I underestimated, which made people [who] wanted a challenging end boss fight feel a bit disappointed. I don't regret doing it the way we did it, but [we could have] had more explanation about your choice [in Act 3].""
""We weren't sure if our game was going to be that good," Guillermin says. "And if it's not, people may just want to see the story, and go directly to the end of the story. So it was a surprise for us [that] people were doing every single thing there is to do in the game before going to the final dungeon. We're happy about that, but we didn't see it coming.""
Clair Obscur: Expedition 33's optional objectives—additional bosses, minigames, side quests, and more—drew far more player engagement than the developer anticipated. Many players completed nearly all side content before finishing the main story, reducing motivation for endgame activities once the narrative concluded. Lead designers acknowledged underestimating that behavior, which left some players seeking a more challenging final boss feeling disappointed. Developers expressed surprise and humility at the game's success, noting they did not expect such exhaustive player completion. The team identified a missed opportunity to clarify Act 3 choices and better manage endgame expectations.
Read at GameSpot
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