It's a little difficult to convey that notion that "even the greatest heroes can end up adventuring with mismatched socks", when the socks may be mentioned once, but the focus will remain on the heroic deeds anyway.

Highlighting hubris is indeed a theme we could do more with, especially given nowadays. Grew kind of attached to a simple quote "The road to hell is paved with good intentions", as it is a simple form for many meanings, ranging from faking good intentions to actual good intentions that went too far and still got one to the same destination. It also includes good intentions that were only perceived as being good, when ,in fact, they were kind of destructive. Like overbearing.
I remember Kreia from Kotor 2, who was mostly lecturing on how both good and evil are largely misguided and their intent can end up causing the opposite they set out for. Of course, this does involve the temporization factor.

But overall, actually making a game where a certain decision earlier on in the story actually leads to a cascading effect where the characters will not even end up in the same locations due to the stuff set in motion by said decision presents the conundrum: how do you make alternate routes that reflect something that happened earlier on whilst also somehow guaranteeing the main plot is followed and the character(s) still feel like they had freedom of choice. But it tends to just be that all roads lead to plot (and Rome).


Unless otherwise specified, just an opinion or simple curiosity.