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LordTheNightKnight said:
"I don't know why you're so big on the instinct thing."

As in I was stating that it would make sense to have a pass or fail thing about that thing you mentioned, since...



**SPOILER ALERT**

Ethan cutting off his fingertip would go against survival instincts. It doesn't matter if he made the choice already. Instincts don't work that way. Hence making that a QTE makes sense. It's a matter of one emotion versus another. It's primal, thus fitting with the theme of the story.

I can't believe I have to explain this to you when you like the game. It's a basic storytelling convention. Someone has to do something against instincts, whether facing a fear or making a suicide charge in battle, any characters will have to psyche themselves up. So Ethan making the choice will still go against his instincts.

So that is a logical choice in the game.

**END SPOILER**

"If you will like me to drop the immersion argument, I will argue that it makes the screen less clutered"

No, I'd like you to drop this "immersion and HUD are connected" notion. They aren't, and I'm not even suggesting putting one in this game.

"Would you really have simply liked "Press X to open Door"?"

Why not? You wouldn't even need a prompt, since many games without HUDs don't need them anyway. It's a simple and familiar mechanic, thus would logically be immersive since we don't need to think about it. Or even just making an automatic open like in games since since the first console RPGs. Making it a pass/fail thing when it's not a realistic thing should break the immersion logically.

What about my orange juice example? Or what about suspensful scenes (like opening the shoebox).

Obvious spoiler here:

That scene would have been MUCH less emotional, if it were just pure buttons.