To me, the developers did a fantastic job with the way they set up Fallout: New Vegas. Putting Deathclaws so close to the beginning area of the game is a slap-in-the-face wakeup call to players that basically says "This is the danger of the wastes. You aren't in Kansas anymore, Dorothy!" It's a deterrent and does a great job of making sure that players know that not everything is going to be spoon-fed to them. Players do however have the option of skirting through the area and going straight to whatever area they want (Stealth Boys can easily be found even in Goodsprings). The folks that are crying foul on Obsidian for placing such dangerous creatures so close to Goodsprings seem to be using the Deathclaws as the basis for their argument that Fallout: New Vegas is linear, which is false.
The option is there for the player to choose. You can in fact bypass the Deathclaws and go wherever you wish in the Mojave Wasteland in the pursuit of explorative joy. It just appears that it's inconvenient to the core of the argument so the ability to get past the Deathclaws at all is ignored in order to give credence to it.
Ha! Good.
I feel like I need to do this constantly in order to get a fair shake, but here it goes: I love Fallout New Vegas, it's a well designed, well written, fun to play game - and then on to the 'however' ...
My opinion of the proximity of the Deathclaws to the start point varies somewhat from yours, respectfully. You mentioned that they are a deterrent, and I agree, but I really don't see them as some sort of quasi-philosophical statement about how harsh the wasteland is, I see it as a not-so-gentle nudge to go south and complete the quests in the order that the developers wrote them. That's why you get people feeling like the game is more linear. Apparently you can get by them with some effort, but the one time I tried it I got this feeling I was somehow exploiting the game ... like when you stand on a rock and shoot a Deathclaw to death as it roams around unable to get to you? I'm not so sure the game was designed to disallow them getting to you while you spend 300 9mm rounds tenderizing their skull.
Starting placement: You can't go west because that's the edge of the map. You can go east for a little, but then you're blocked by mountains and presented with a mountain pass teeming with creatures too difficult to beat. Of course, by the time you can beat these creatures, the point of a shortcut between the east and west of the map is completely moot, but I'm not going to knock more areas to explore. The other easterly, northern route is inhabited by Supermutants. So ... the most sensible and very obviously promoted route to go is south to Primm. See how people might feel it's more linear?
Let me pause for a moment with a disclaimer of sorts. I actually don't mind all that so much and I'm not even arguing for change, just stating what I think might have been a different/better way to go about, which is personal preference. I do miss being able to hike off in several directions from the start, but this is a different game ... and sure, if you rush to New Vegas with a stealthboy the main quest probably (?) retroactively completes/invalidates so nothing breaks. Given that, it's arguably a usable path so maybe it's more open than some are giving it credit for.
However, I don't think it's fair to begrudge folks wanting more of a sandbox feel. It's not like the last game with almost all the same assets, published by the same folks who developed said game two years before didn't offer that more sandboxy feel, yeah? It's not coming from nowhere.
No, and if I argue against Deathclaws jumping you a 5 minute walk from where you start the game, that isn't me saying I want them 2.7 million miles away in an obscure location. Why is it you state your point in absolutes? Why can't they just be "further away"?
I'm not playing this game for realism though, so I'm a slightly nonplussed about the mention of dumping the most powerful creatures the game has to offer in your path at game start as realistic. If we start the 'realistic' argument, we could go on forever about how the game would be different, so lets not.
