Originally Posted by Vometia
Originally Posted by Gyson
2) The ability to kill any NPC without breaking the game.

I must admit to never really understanding why that was ever a priority. I know it was a much-criticised feature in e.g. Oblivion, and I "get" why being warned that a character is invincible isn't necessarily a good thing, but being able to kill anyone you meet just seems to be a bit gratuitous to me.


You're not alone in that. I play Divinity: OS with a friend who describes this particular feature as "stupid", even though I try to be convincing when explaining that the option of killing anyone is important to some players.

And while highly amused by the video itself ( https://www.youtube.com/watch?v=7mnvuoLs2wY ), I was surprised by how many of the responding comments referred to killing questgivers as being a flaw in the design. Example:

"Ooh... I'm probably going to steer away from this game. I don't consider having the ability to easily kill quest-givers a gift, I consider it an annoyance."

The point being that it's not a feature that everyone is enamored with. Now, they didn't understand that Larian Studios has gone through great lengths to make sure this feature doesn't break gameplay, so there is certainly a fair share of ignorance tied to their reactions.

However, one of the comments struck a cord with me when they said:

"Yeah, I'm so anal I have to reload if I ever kill a good person, nevermind whether they're a questgiver!"

..because I have a similar point of view. If I find out I've accidentally killed the wrong NPC or a quest-giver, the completionist in me is going to force a reload. So, all this extra freedom ends up becoming an extra hassle.