Are you being purposely obtuse? It's different from Xenoblade because in Xenoblade you didn't have to explore a set percentage of the region. How is that difficult for you to see? I don't understand how you can't differentiate between the two. Take Gaur Plains, for example. Xenoblade didn't make you explore 10% or 20% of Gaur Plains to progress. You explored what you needed to in order to progress, not what you were forced to. If you wanted to explore more, and discover new areas, you could. And often, you would get stomped by high-level enemies. But that was the price you paid for being given the freedom to explore at your own pace.
XC is many different smaller areas for which you have to enter most or all of them to beat the game. You can not choose to skip entering Gaur Plains at all. The game forces you to enter Gaur Plains to progress in the game. What if you do not want to explore Gaur Plains at all or you want to explore other areas first? You can not. XC forces this on you. It's a rather linear progression through the areas in XC.
XC forces it's linear progression of zones and forces you to enter each zone a little. How much is defined by the main story quests. You are correct in saying you get to choose how much of each zone you want to explore. But that amount has to be a non zero number. You can not skip a zone if you feel like it.
XCX is different but has a simialr mechanic. It also forces you to enter certain areas. Which ones? That's totally up to you. If you do not want to enter one part of a continent till later, you can do that. XCX fprces you to explore a certain amount but what you explore is up to you.
(1) I don't hate XCX for being XCX. I really love this game. I've spend 35 hours playing it, and I don't plan on stopping. What I am doing is pointing out what I -- and many other people -- see as really strange design decisions the developers decided to take. They are nonsensical because they really impede the enjoyment of the game. A lot of people that I've talked to, not just in forums like this one, but in real life, are so intent on defending this game no matter what that they refuse to accept that there are flaws, or they pretend the flaws are actually a good thing.
I know you do. Most of us here do. XCX in an amazing game. XCX does have flaws, every game in existance does, no game is perfect. So in that vain I agree with you.
I do not see the exploration in XCX as a flaw though. Personally I like it. I am not just on a sightseeing tour. I have probes to put down and side quests and other things to do, to get each hexagon ticked off. To me getting each hexagon ticked off is the main point to the game. The story is just a side bonus.
If the game really wanted to reward exploration, then just seeing part of the map would suffice. But that's not what it's about. It's really about placing probes. And even the argument that it furthers the story is flawed as I pointed out above.
If the game was just about exploring without any point at all, just a sightseeing tour, I'd not have bought the game. Exploring while working towards an exploration goal is cool. I liked it.
(3) I don't hate that exploration is the main way to progress. I hate how exploration is presented and forced. I've said this before already as well: I love exploring. I would explore regardless. I explored in Xenoblade. I spent an actual, real life year and a half exploring Vvardenfell before I even started the main story in Morrowind. What I don't like is being told I have to explore in order to do a mission, especially when it's gotten to the point where it feels like a chore. And I'm not the only one who feels this way. It's not that the game is bad, it's just a bad mechanic.
Exploration is gated in XC as well. You have progress through the zones in a linear fashion. You can not go directly from Colony 9 to the Mechanis right away. There is a lot of story you have to do first. Both XC and XCX force you to explore different areas to progress. Each game just does it in a different way.
I don't disagree with anything you said here. One of the most satisfying moments in Xenoblade was finally being high enough level to explore parts of the original area. Right from the start, there were enemies in that first zone that were too strong. And finally being strong enough to take them on and see what was beyond them was an incredible and satisfying experience. I'm not getting that here. It's like they took that wonder and mystery and that sense of satisfaction, and tried to force it on you. That's the theme with this game. I don't need the game design to force enjoyment on me. I can get it on my own. And I'm not getting it by being forced to get it.
You are correct but XC is not based on single areas. The Colony 9 area is just the begining of this game. You can not enter the Gaur Plains unless you do some story quests first. The way to the
Gaur Plains is blocked off initally. It only opens up later on. Within each are in XC you are free to explore but there are progression barriers to get from one area to the next in XC. Lots of them. Mostly story progression is required, ie just playing the game.
I wanted to enter the Gaur Plains really early on but the game told me - No, do the story first to access Gaur Plains. This is no different to having to explore a certain amount of Mira to progress. Be it story quests in XC or exploration in XCX, both gate you from prrogressing further in the game till you do it first.
Allow me to use Morrowind as an example again. In Morrowind, you had to be a certain rank in a guild to continue the quest. In order to advance in rank your skills had to be at a certain level. The skills were determined by what guild you were in. For example, the Morag Tong required Sneak, Small Blade, etc.. Just what you'd expect from an assassin's guild. If your skills were too low, they wouldn't advance you in rank. If you didn't advance in rank, you didn't get new missions. Not only does that make sense from an in-world perspective, but it makes sense from a gameplay perspective. You're not going to get harder missions until your skills are high enough.
That's just more game content gating. Why should you be forced to have a certain skill to get more ranks in a guild? That's not fair, we should be able to always progress in any guild no matter what.
Sound familiar? That's because it is. Almost every game has you do things to progress in the game and see more of the game. Most of it is forced but that's how games are. You have to play the game (ie do what the main purpose of the game is) to progress in it. The few exceptions are ultra sandbox games like Minecraft. But even in Minecraft you are forced to make a bed and a torch on the first day to protect yourself from the night monsters. You can't explore without first setting up a base camp. Even more exploration gating.
there is literally a base camp 50 feet from the probe location
This could have been easily fixed. The gane sets up an outpost when you place the probe. That would have made more sense.
Also having to find a clock building to change the time is crap in my opinion. Just allow the player to change time anywhere like in XC.
There's a lot to love about this game. As I said, I'm 35 hours in, and I'm enjoying 85% of what I've seen and done. But unlike some people, I can't pretend that some of these glaring flaws are actually good game design. They aren't. Defending bad game design makes no sense to me. I'm not hating on the game. I'm just voicing my dislike for design flaws that I, and dozens of other people I've talked to, see in the game.
What you are taking about here is the extremely polarising part of XCX. Some people will love the game design and think having a progression to the exploration is amazing. Others will think it's bad game design because you can not explore the whole 5 continents from the instand you step foot into Mira. Neither side is wrong, just different view points.