Originally Posted by TheRomanRuler
Like if player chooses to be the hero who goes save someone even when we are told there is no time, then it should have consequences. Player has knowingly taken a risk, so they understand why it would have consequences. Player would not know if it happens, or what happens, but they can understand why it would happen.

I agree with this, but the game also needs to make it clear that your decisions matter in situations like that. Even in BG3 there are so many times where you're told in the game that you have little time and something is urgent but I can sink another 15 hours in game doing things before I come back around to that "urgent" request.

Not because I didn't agree the issue was urgent, but because I knew by completing that "urgent" request the plotline would advance and I would miss all this side content I haven't tackled/explored yet.

So while I do like the idea of your choice to do good sometimes having negative consequences there must be other gameplay elements that communicate to the player to not run off and do side content/explore otherwise you will fail the quest as you didn't quite respond "urgently". In general any sort of "this or that" options in RPG's typically need to be communicated properly intuitively (not necessarily blatantly) to the player so they can understand the weight of their choices.

Last edited by Elrodeus; 6 hours ago.