Shadenuat
To be clear, my position is - romances are a waste of time, but if you gotta do them, yes, do them well. POE1 & 2 have been a lesson in Obsidian's rapid decline in writing quality across the board, and I think it's sad that Obsidian are losing their unique colour not because they're trying too hard to sell to COD players, but simply because they don't have the talent to pull it off anymore.
With story mode, that's a better point. In the short term I accept it as kind of an easy way to preserve some semblance of real difficulty while satisfying people who couldn't beat the first level of Pac Man, but in the long term, it definitely is like eating your own flesh. I guess I'm more fatalistic and know that this particular battle was lost more or less at the turn of the century. Whether it's POE, D:OS, WL2, etc., even these niche games with their niche sales now
completely depend on people who have no idea what their spells do or why they are dying. I believe that now, if you choose to, say, make POTD difficulty the Normal one, you'll only get sales as large as AOD/Underrail. Which is why I'm thankful the latter exist, and if I could only save one developer from a volcanic eruption it would obviously be VD/Styg over Obsidian - but back in the real world I'm pretty happy to have both.
It's actually weird - what's been happening is that POTD is used to 'retain' a hardcore audience and a certain set of expectations, but they become increasingly disaggregated from the rest of the same game audience as well. Probably because they took the decision of focusing on combat difficulty, while not being very ambitious at attrition/seafaring/exploration/CYOA difficulty. If they did the latter, with injuries and permadeaths and bad consequences as you explore the isles, it would probably have been far more contentious - and harmful to sales.