[CONT'D]
Re-watched again, focusing on dialogs, especially so-called "detailed" dialogs between characters and it seems like they all are bipolar. The whole promised system/mechanics with consequences loses its value under such circumstances. For examples, there was a scene with thief and fish. Just like the guy who played the game I totally missed the whole moment and obviously didn't see if he stole fish or not. I DON'T know. And rewriting this dialogue won't change a thing, there are only two polar choice: yes ("good" answer) and no ("bad" answer). There is no answer "I don't know", which is crucial in this case. You are FORCED to choose good or bad (hello Dragon Effect II!)
Same with that shell miniquest - you (you as the player who answers to the suggestion of another player what to do with shell - take it or throw in ocean) can't choose 3rd option "I don't care" and leave the decision completely on another player. There is again, only two primitive choices - "good" (save its life) or "bad" (take and sell).
I decided to go back in time and check old videos - same issue.