The main plot is extremely short, and you spend most of the game trying to form a strong relationship with various factions in Deadfire. If you like dealing with political affairs, you may find the game very interesting - I really hate politics and didn't really get attached to any of the factions which reduced the fun factor significantly. It was quite disheartening to learn that my choices caused so much chaos and destruction to Deadfire even though I didn't really feel much attachment to any of the people I've met.
This has been my main worry with Obsidian's recent games as I also don't really care for games making me care about factions. I bought
Tyranny a while back because apparently it's quite short and could give me a flavour of what their newer games are like. I've so far played about 6 hours, two of which were the computer left on while I fell asleep. And the problem I'm having is I just don't care about the factions.
I've been playing it for four hours and only had one brief combat area. Which is fine, some games can take a while to get going, but after this four hours, the next area is yet another screen where you just visit a faction leader's camp, and all the myriad of useless and not useless NPCs that entails. So my next two hours looks to be a borefest as well.
And even then, some games can make this interesting, but I'm stuck in don't care mode and I have no idea if I can pinpoint why, though I make guesses. I think my best guess is that the game doesn't feel like an adventure by being so rigid in it's faction plot-line. I like RPGs where the story is much more about the mystery of strange goings on that the player gradually unravels, to which most NPCs and story characters ask for your help and things like factions are not directly tied to the main plot beyond visitation stepping stones and maybe an optional quest.
With Tyranny they tell you everything about your environment as an introduction, they tell you all about the factions at the same time, they tell you what you're going to be doing and that everything you do will relate to these factions. So actually playing the game feels like just going through the motions rather than discovering a whole new world step by step. Each decision you make has been de-personalised and is now dominated by your concern for your faction ratings. And even then the end result of a ratings influenced situation can turn out a result you didn't want because, really, one has no way to mind-read what the dev's imagine is how each faction wants you to act.
I've no doubt there's some interesting and/or exciting content in the game somewhere, but getting to it is such a slog of predictable and forced-dilemma non-game that I've found myself unable to load it up even when I'm dead bored. It's not just the faction system I don't think, it's a combination of lots and lots of things, from combat to itemisation, UI to, as you say with Pillars, uncomfortable language and a whole raft of things that just makes me think that the main problem with Obsidian games is that they simply don't get the concept of adventuring and, in fact, don't even like adventuring. They seem to like people and philosophy more than challenge and mystery.
But they present their people and philosophy in a quagmire of intricate systems akin to reading a new car manual, or, worse, a spaceship's manual. And there's nothing wrong with system complexity, it just seems really time consuming and over-elaborate for game where the only real impetus is speaking to people and conceptualising different philosophies. Even for a D&D adventure game their systems are over-convoluted, let alone a game where they don't even prioritise either combat or mystery. A sort of Life Is Strange but with four heavy manuals and Europa Universalis' UI. Utterly bizarre IMO.
Even when they did Neverwinter Nights 2, they tried their best to shoehorn in as much of this kind of stuff as they could, making you choose between factions to progress the story, making you care (and failing) about your reputation with regards companion factions, culminating in the end-battle being just a little faction war, and so on and so on, but at least that game had some remnants of the idea of an adventuring party. I guess that was the element that at least kept you going until the end, at least with Pillars there's some sense of adventuring, even though it's clouded behind all of Obsidian's tiresome over-intellectualism/pretension.