wright1978 wrote...
AlanC9 wrote...
wright1978 wrote...
Fast Jimmy wrote...
What I would really like to see? Little to no option offered at the end.
In DA:O, you killed the Archdemon. Blight ended. Sure, you had some choice about the Dark Ritual or the Ultimate Sacrifice, but, all in all, it was one solution - you took the Big Bad down. The endings were still wildly varied and ranged in consequences mainly because it reacted to your choices made throughout the game, not to one big one at the end.
That's what I'd hope to see. A few choices at the end, but no Big Choices at the end. Let the choices the player has been making all game define how the game ends and where the chips fall.
I agree that choices player has already made should define how the game ends rather than having a big showstopping make a giant decision at the very last second that is going to have huge ramifications
This isn't a request for fewer choices, right? It's a request to have the choices that do exist displaced back further in the tiimeline of the game?
Well yeah, technically DAO only had one ending, kill the archdemon and not sit down on the archdemon's lap with a cup of cocoa and choose how to end it. Your choices beforehand including dark ritual decided the fate of things in ending and epilogue. Hopefully as mentioned(village destruction because of choice in DAI) DAI will reflect choices too in the story itself as well as ending and epilogue.
I'd like to think the epilogue counts too, though, I think I'd like to see it play out in a more animate form, like my original examples, as opposed to flash cards.





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