So it was because the story was too strict that it loses some of the RPG quality? That makes sense. Though I thought Quset For Glory had a lot of optional side quests, just like Divine Divinity. I wonder if the fact there was a score system ("you have completed 85% of the game") changed our perspective of it so that it was a "do everything" game rather than a "do as you please" game? What about how each quest could be done about half-a-dozen different ways? That would help towards RPGness, wouldn't it?