I can understand the criticism to DF's learning 'wall'. I believe Toady should put some development time in simply improving the game's interface and adding an in-game tutorial that would teach players the basics. Would probably lead to a much larger fanbase, which would increase donation income, which is the guy's sole source of income, at least last time I heard.
Mostly he's focusing development into making the game world's procedural generation even more complex and allow for even more possibilities to it. Which might just complicate things a bit more for newcomers.
I think Toady is just the kind of guy that loves coding complex systems, and working on interface might be something he hates doing. Not sure though.
Ah yes, Kingdom Hearts. It's horrible, at least the first game. I must say the second one, while having some of the cheapest boss fights in action RPG history, was vastly improved, if still falling short.
The first game had a mind-numbing plot, based around the extremely tired Light x Darkness archetype, without even putting some kind of twist on it. It was mostly cringe-worthy, at least for me, and its success seems solely based on its massive fanservice. I mean, it pleases Disney and Square fans, that's a huge pool to draw from. In one cutscene you hear "Darkness" spoken nearly 10 times in a minute. It gets pretty ridiculous.
Oh yeah, those cutscenes? Always one before boss fights, ALL unskipable. Probably one of the greatest sins of gaming. Considering most bosses were a massive cheap move fest, you'd be seeing those cheesy cutscenes a lot.
The combat system was pretty much okay. Simplistic button mashing fair. But it had some of the most useless defensive moves ever. The blocking move had a delay before and after you used it, and a set time in which it worked. You couldn't hold the block, which meant you have to time it properly while predicting enemy moves. It's like if Dante in DMC would make a half-second pose before every dodge.
The camera is another really bad move. It was relegated to the shoulder buttons, making control for it limited and awkward, there was no transparency for objects that got in the way of it (and they did with great frequency), it got stuck on smooth walls and was always around ground level. All this made the frantic combat sequences with enemies up the wazoo and the shitty platforming sequences more frustrating than they should be.
I'll refrain from mentioning the Tarzan level.
And what happened to the right analog? It was relegated to the game's menu system, that you were forced to navigate in-game, in the middle of the action, with no way to do it while the game was paused. Who thought navigating an FF-style combat menu in an action RPG in real time was a good idea? It basically means you'll do a lot of running around in circles to try and avoid enemy attacks while you fiddle with the menu to use an item.
So yeah, done ranting. Second game was quite a bit better though in most areas.