Don't you think that the principle that players can kill every NPC after first conversation severely damages your quest designers and writers ability to tell stories?
JS: If I thought that was the most important thing about the games we make, yeah. But, like, read a book if that's what you want. If a designer or a writer comes here and their goal is to tell their story, I don't want them working on the project. The point of this is that it's supposed to be about the interaction between what the player wants to do and the ideas that we have. The whole of point what the area designers and writers do is to create a space in which the player has freedom to do a bunch of things that seem cool, and much like if you sit at a tabletop game and you play with a dungeon master who doesn't allow you to kill NPCs that they think are really precious, it feels bad. And it stinks. And it feels like you don't actually get to do what you want to do.
So, yes, it limits them. Too bad. That's the way that this game is setup: to, as much as we can, allow the player to have more freedom in what they do. So, yes, it's a rule; I don't care that they don't like it. Actually, I haven't found a lot of people who don't like it; it's a challenge that they have to adapt to, but it's for the benefit of the player. We're making these things for the benefit of players, not for the benefits of patting ourselves on the back and making people think we're amazing. If people don't have fun with it, it doesn't really matter.
In cases where someone can't be killed, we try to be really careful about that, and not break the rules that we've setup. For example, if a character is in a cutscene and walks off, that is okay. What is not okay is having a character that talks to you, and then you exit the conversation, and then you're either prevented from attacking them or you hit them with a fireball and they just sort of ignore it —
No, no, no, no, you can't kill that character.
It is hard for us, but that's the challenge. That's what we're doing: we're trying to make this for players so that they feel — not just feel, but that they are free to do what they want to do.