Why did the engwithans build soul manipulation machines? It's a far jump from "hey, there are no gods" to "lets rip out people's souls." This connection isn't explained at all.Ģ. Here's the ones that were burning in my mind (in no particular order).ġ. Non linearity is what makes a good RPG imo.So almost none of our questions actually get answered in the end. I just really enjoy this level of immersion. They even get a "chance" to die or live later on in the game. Similar thing happened in Dragon Age II at the beggining, one of 2 people survives and lives on. Include them in the roster right off, miss out 2 other companions later down. If they could have wrote all the story and scripts for the other companions, they could have done for those two as well. Those two initial ones are probably throw-away ones meant as tutorial companions.Īlso, those other RPGs you mentioned were funded and produced in a very different manner than PoE. The writers DID do all this for the full fledged companions you meet later on. In your example case, by leaving the possibility of saving one or both companions at the beginning, they'd have to write a whole storyline about their personalities, backgrounds, viewpoints on certain issues, as well as record voice lines where they might chime up during scripted scenes. It's because it gives the writers most bang for their buck to force players down narrative chokepoints. Originally posted by Krave:It isn't because "it's less work", as you write. From what I've seen so far, this game has about the level of decision relevance as those games. Regardless of what you do in those games, the general path of the story is the same. They've got minor branches but not huge drastic branches that change the entire course of the story. Uh, none of the games you mentioned have the kind of thing he brought up. Just like some companions might or might not be dead in Mass Effect 3 depending on your choices from 1st and 2nd game. They could have easily made it possible for one of those 2 companions to stay through the entire game. "They do it because it's less work" is not an exuse. I know how it all works but there are games that do it properly, like The Witcher series or Neverwinter Nights, even Dragon Age and Mass Effect to an extent. Short answer: don't wonder and don't look behind the narrative curtain. However, if all 3 choices SEEM to matter, but converges back into the main line 10 mins down, then it is only 20 minutes of extra content created. (150 hours of content, 50 hours experienced) Not a good use of production dollars. To illustrate using the extreme example, if choice A, B, and C all lead down dramatically different pathways for 50 hours at the beginning of the game, then content has to be created three times over to account for the choices, making overall content triple of what a playthrough actually experiences. Originally posted by Krave:This is a design problem because the more choices matter, the more content has to be created for an equal amount of playtime.
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