>>723960213
That's why I brought up the Asylum return in contrast. That was really well thought out on multiple levels; anyone paying attention will see a bunch of stuff in the introductory section of the game that you can't properly take advantage when you're first there, which really motivates you to try to find a way back afterwards after being taken to Firelink. It's not completely obvious that this is possible, but there are hints and thing motivating you to investigate, the Raven remains, so you naturally wonder if it could take you back some how. At some point you might discover the elevator, and if you do and end up using it, you'll be shown a view of the big tree and rooftop each time, but the game never tells you exactly what to do, it just drops these deliberate breadcrumbs that make you feel like you want to explore certain things. It doesn't even tell you how to longjump, but your'e free to experiment and eventually discover this stuff.
In comparison, the DLC access is something you can see how it would have seemed like a clever idea to those pitching it "hey, let's hint at where the entrance is by putting stuff in the item description that references something that would be near to the hidden entrance, clever players would surely pay attention and figure it out, but otherwise it's be a cool secret". But it fails to establish any context hinting why any of this would matter or be of any importance. The random Golem enemy that drops the key item just appears without any explanation, even if you've just installed the DLC, there's nothing ruling out that some random/unknown set of circumstances just caused this thing to appear, and there's no reason to think the item you get is of any importance, the game throws tons of random shit at you that means nothing, so there's no reason for someone to go "oh Oolacile, that's the place that Dusk illusion lady talked out, surely I should go back there and investigate to see if this leads to anything".
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