You guys are debating this like it’s a matter of creative priority... it’s not. It’s a reflection of game design. Modern BioWare games are built on rails and let you choose one of a few paths that converge back to the main storyline. The system looks like a series of bubbles. Witcher uses branching stories that hit defined endpoints and setup flags. I think they describe it as weed-grass shaped.

Larian ostensibly doesnt design their games like that. You can do just about anything. I haven’t found any attempt to gate or guide the player even though I think it should be there. Because then scripting would be a lot easier.

However, that’s not going to change. This giant rage convo is useless because everyone’s arguing about the results instead of accepting that the structure is just different from other games.

Can we just move the F on....