So, Clair Obscur: Expedition 33’s director just admitted they made it a bit too easy to steamroll the final boss—blaming classic PlayStation RPGs like Final Fantasy 10 for the inspiration. Is letting players get super strong before the endgame a feature or a flaw? Does it empower narrative-focused gamers, or kill the thrill for completionists? Where’s the sweet spot between challenge and freedom? #Games #VideoGames #RPGDesign