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The original was posted on /r/pcgaming by /u/Boge42 on 2023-08-07 19:35:52+00:00.


Most games have a task. It’s completely linear with obstacles throughout. This is where your “choice” lies, but not really. You’re trying to get through a guarded door. You can either bribe the guard, seduce the guard, or beat the guard up and take his/her keys. Either way, the result is the same. You get through the door and proceed down that same linear task. And developers might put hundreds or thousands of these linear events (quests) in their game, but they all basically come out the exact same way. Maybe in the end you get to choose to let the thief go or bring him/her to justice. Regardless of your choice, you never see that thief again and your choice didn’t really make a difference.

Why don’t developers NOT make hundreds of side quests and instead make tens of “side quests” that actually branch out to hundreds of other completely different quests all based on what your choice was during that “quest”? If you make one choice, there is a whole other branch that you will not be able to experience, but it will open up a bunch of other branching options that you’ll discover instead.

Developers like to claim “20 different endings!!” Uh…just because there are 20 different party combinations and the cutscene at the end shows a different character doesn’t make that a different ending.

Okay…my frustrations are subsiding a little. I’m done talking

(NOTE: I haven’t played Baldur’s Gate 3, so if you think this is in reference to it, it is not. It sparked up my thoughts about these kinds of games, but I’m not criticizing Baldur’s Gate 3 for these issues as I don’t know if that’s the way it is or not.)