I think this (link below) is touching on the foundation to many of the immersion-breaking issues. Cred to original poster and of course the content creator (posted in "early access gameplay feedback compendium").

Originally Posted by Dirin Tenshinibo
The Story Telling and Quests need to be redesigned with a few things in mind. This video is a great example of what I mean.

Direct Link: https://www.youtube.com/watch?v=DCfGT-oapL4

You can see how story telling in the classic Baldur's Gates games varies, and how dialog choices are YOURS to make, NOT the Dice.


It's also what WarBaby2 is bringing up. It is almost unavoidable to have a red thread and major milestones or events in your journey, but there is a huge difference between presenting a story that is very linear in it's narrative and a story where the player help write all the context. It's not the destination, it's the journey.

Originally Posted by WarBaby2
Originally Posted by Eddiar
Originally Posted by Stray952
The things you’re describing aren’t supposed to impact the discussion, they’re supposed to impact what you do with the information... I think people still don’t get it. You’re not supposed to do EVERYTHING in this game, not EVERYTHING you can do has a positive outcome. Just don’t use Auntie Ethel


The problem he is talking about, and mostly everyone else, is that no matter which choice you choose the outcome is nearly the same all the time.
People just feel railroaded towards an outcome.


Exactly, and judging from how Larian handled their storytelling in DOS2, this might only get worse in the coming chapters, especially now that they have discovered the most expensive way to actually tell a story - aka: Voiced, motion captured cutscenes.


...and believe me, I know the signs, when a writer/developer is far too much in love with their story/characters, to run the risk of players not experiencing everything important, no matter what they are "allowed" to choose. That's how I used to write my pnp campaigns back in the day, and I had to learn the hard way that actual RPG players usually don't appreciate that... at least when you're not VERY VERY good at it. laugh