Not necessarily. People put too much value on branching content. Like, the examples they give is a great implementation of exclusive content, because it is consequence of continuous player choice instead of just picking from A,B or C to experience content A, B or C which is what some people think is great C&C.
I didn't say it was the end all, be all of C&C. In my mind the 3 corner stones would be acknowledgment of what you've done (the ending slides in Fallout, and companion reactions in PS:T [also just about every Bioware game since PS:T came out]), different methods to achieve goals (skill use, having allies, etc), and mutually exclusive content.
Yes, but Wasteland 2 seems to be going for "You go to this town, then this one you didn't go to gets destroyed. You go to this next one and this other one you didn't go to gets destroyed." And so on. Seems kinda forced,
Actually, I agree with this. I'm hoping it's just a "shock" choice at the beginning to get players used to the idea that world is going to react to what you do.
I see what they're going for with multiple crises happening at once with severe consequences for the people you can't help.
Roguey said something nice about Wasteland 2, everyone mark your calendars