It's impossible to tell a compelling story when you are afraid to offend someone. I'm not saying the fact that this devs writing has offended you inherently makes it a great story, but the fact that he's ok with you being uncomfortable shows he has something that 99% of writers today are utterly lacking. It's why writers like GRRM and even guys like DPC will never actually be able to deliver their characters the endings they deserve - for better or worse. It's why every tv show is either canceled or has the worst possible ending. And, hopefully, it means that this story will never descend into a fan fic ghost written by his audience.
I think you’ve perfectly summed up my mindset when it comes to creating a story.
A story where the MC faces no real struggles, no obstacles that actually challenge him (or ones that are solved with lazy writing), and no contradictions for the player/viewer to grapple with—that’s just boring.
How many times have I come across a story—whether it’s a game, series, or movie—where, halfway through, I could already predict the ending?
The main character will miraculously solve everything, thanks to some easy writting with losing nothing at all.
But the best stories I’ve ever watched or played?
They shocked me, defied my expectations, and took the risk of offending me when I least expected it.
(SPOILER WARNING !)
Breaking Bad, never in my life did I expect
Walter White to not recover from cancer and to really Breaking Bad, to the point of destroying his family, causing his brother-in-law's death, and ruining his partner/friend out of pure power-hungry greed. (And his redemption in the final scene makes the story even more awesome)
SNK, never in my life did I expect
to see Eren turn into a genocidal maniac and be killed by his own friends.
Game of Thrones, never in my life did I expect
I’d see so many main characters brutally killed (Ned, Robb, etc.), even if the ending wasn’t great.
Cyberpunk 2077, never in my life did I expect
V to not find a cure or that I’d grow so attached to a 'terrorist' who originally wanted me dead the first time we met.
Of course, before these surprises, these stories already had great characters, immersive worlds, and strong narratives.
But if you remove the risks they took, they become bland and predictable.
What’s the point of telling a story if, from the very beginning, the player/viewer has already guessed exactly how it’s going to end?
And to wrap up with my two all-time favorite games, RDR2 and CP2077, both stories share one major thing in common:
They gave their main characters a realistic ending and the ending they deserved, as characters.
CP2077
condemns V to death, or (with the DLC ending) to survival at the cost of losing his identity, instead of giving players a miraculous cure that magically gonna saves him.
RDR2
condemns Arthur to death, and has him betrayed by the very man he looked up to, instead of giving him a miraculous cure for tuberculosis or having Dutch suddenly change his mind at the last second just to deliver a happy ending that wouldn’t upset players.
Both games stayed true to their stories, took risks, and refused to sacrifice their integrity just to make sure nobody got upset.
Because, by trying to not offend anyone in order to please everyone, you end up satisfying no one.