• conciselyverbose@kbin.social
    link
    fedilink
    arrow-up
    0
    ·
    1 year ago

    I mean, it definitely helps. The production quality is insane. But the fact that the choices (or mistakes) have actual real impacts on the game going forward are as big as far as I’m concerned. I ended up with my hand being forced into combat early that made an encounter with a potential party member immediately hostile. That sucks, especially since I wasn’t trying to do what happened in the earlier encounter. But in terms of a world feeling alive, having it actually react to what you do is pretty damn significant (unless “you’re small and irrelevant” is intentional).

    • Talaraine@kbin.social
      link
      fedilink
      arrow-up
      0
      ·
      1 year ago

      It’s time developers come to grips with the fact that making choices matter is what makes it a successful game. I’m tired of storylines that don’t make any sense except to give you a world to kill people in. Sorry folks, lore is important and that takes writers.

      Stop treating them like afterthoughts.

      • Meowoem@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        0
        arrow-down
        1
        ·
        1 year ago

        It gets super confusing when you do stuff in the wrong order though. Missing a clue because you didn’t read the right book or something but then randomly finding the end of the quest and everyone is talking like we know all about it.

  • Meowoem@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    0
    arrow-down
    1
    ·
    1 year ago

    Funny, it all feels very dead to me - but then I guess that is what the fireball spell does…