Bonerbill
perfect example of why superficial "c and c", or what some in the gaming press call "checklist design", is not always necessary for good RPG design and in fact, can often detract.
i prefer a sure authorial hand guiding game design instead of an adherence to superfluous state branching, but striking that balance is a big crux in these types of RPGs I suppose.
for me and many others whether or not an RPG's "quests" meet some percentage ratio of offering A/B/C alternative outcomes (of which none ever have any meaningful change in game play because modern game assets don't allow it) is usually of least importance when ruminating over an RPG's game play.
The problem with that scenario is evil, neutral, and pacifist characters would be out of luck
perfect example of why superficial "c and c", or what some in the gaming press call "checklist design", is not always necessary for good RPG design and in fact, can often detract.
i prefer a sure authorial hand guiding game design instead of an adherence to superfluous state branching, but striking that balance is a big crux in these types of RPGs I suppose.
for me and many others whether or not an RPG's "quests" meet some percentage ratio of offering A/B/C alternative outcomes (of which none ever have any meaningful change in game play because modern game assets don't allow it) is usually of least importance when ruminating over an RPG's game play.
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