My argument if you could call it that, is simply that the majority of players will play the game a single time. Reactivity is great, but if you're spending 50% of your budget on something that 80% of your audience will never see due to how you've programmed things, I would question if that's a great idea. Even more so when it comes to important story points. I went through a playthrough in EA and somehow avoided almost every camp cutscene simply due to how I was playing, and that wasn't an extreme playthrough or anything. If you have a number of players missing key plot points and being confused, that's not a good thing.

Last edited by Boblawblah; 26/07/23 07:13 PM.