I wonder if they could fix that by having 4 options that align with whatever archetype you’ve selected.
Then you don’t need “ridiculously good” “meh” “ridiculously evil” “… Just continue the story” options
Pick if you want to play ridiculously good, meh, or ridiculously evil at the start of the game, or if you want to be a passive observer. They’d have to write 3x more player dialogue, but that’s really not that much (have the responses barely change, you know they barely change anyways)
That blows up the conversation trees by 4 times how many archetypes there are. You can do the smart thing like bg3 or fallout new Vegas and add options to the more generic ones based on archetypes
I tried to address that by 1) having the silent protagonist option where the story unfolds as it would without the flourish before the canned response so now it’s only 3x as much, and 2) all of the response dialog is the same because they were going to reply the same way as they would to the good or bad option anyways.
This will triple the amount of PC options that need to be “written” but the rest of the writing (NPC dialog) doesn’t have to change at all, and that’s where most of the writing goes anyways.
I wonder if they could fix that by having 4 options that align with whatever archetype you’ve selected.
Then you don’t need “ridiculously good” “meh” “ridiculously evil” “… Just continue the story” options
Pick if you want to play ridiculously good, meh, or ridiculously evil at the start of the game, or if you want to be a passive observer. They’d have to write 3x more player dialogue, but that’s really not that much (have the responses barely change, you know they barely change anyways)
That blows up the conversation trees by 4 times how many archetypes there are. You can do the smart thing like bg3 or fallout new Vegas and add options to the more generic ones based on archetypes
I tried to address that by 1) having the silent protagonist option where the story unfolds as it would without the flourish before the canned response so now it’s only 3x as much, and 2) all of the response dialog is the same because they were going to reply the same way as they would to the good or bad option anyways.
This will triple the amount of PC options that need to be “written” but the rest of the writing (NPC dialog) doesn’t have to change at all, and that’s where most of the writing goes anyways.