In another thread someone pointed out how good Act 1's ending is, for giving you the freedom to go around your camp party and talk to your companions, and key characters from your resolution of the act 1 plot, about how they feel and what they think about what's happening.
And now I just can't stop asking, WHY WASNT THE END OF THE GAME LIKE THAT?
It'd solve everything, the weird randomness of what characters you get to hear from, having to reroll, the lack of resolution for 90% of story threads. Everything. If you just went to a party in BG somewhere after the docks, all your friends and important plot characters were there and you could walk around and chat with them at will, then end the game and go to credits by telling withers or something, yeah, I think I'm done for the night. or etc?
Act 1 in it's ending celebration provides the perfect blueprint for how Act 3 should end. Even down to it's two radically different skins.
Yeah, inexplicable really. After having seen how Act 1 ended, I was 100% sure that the ending to Act 3 would be massive. I just can't comprehend why Larian thought it was a good idea to wrap up the game so quickly.
Like, was the dev team sitting down in the conference room, discussing how the game should end and someone said: "I think we should keep the epilogue as brief as possible. Some characters say a one-liner and then cut to credits" and everybody agreed?
I don't know much about game design, but even I can tell you that the most important thing to the ending of a story where you built relationships with many characters over more than 100 hours is that players are allowed to savour their ending a bit. Make the ending as long and as in depth as possible.
It's like if at the end of the Lord of the Rings Movies, after Frodo and Sam get rescued by the Eagles, the movie just ends. It's absolutely vital that the viewer gets to see all the characters again and that some side stories get resolved.