Not a fan of quests where you have to convince an NPC not to kill themselves. They often make it seem like a few words is all it takes, then you can go on your way to save the world and that person will be magically fine. It oversimplifies a very complex issue.
I think they should exist when there’s time and resource to really do it carefully. Some games get it right, but others have made me feel uncomfortable. I was glad that in LiS I got to check in on Kate after. I like the idea of a follow up quest where you spend time with them.
-
-
I think it’s the idea that you can say one right thing and fix someone’s problem for them that I don’t like, and admittedly a lot of games handle it better, but not all. If my character is going to help, I want them to care for longer than that moment of crisis.
-
Yeah, I see what you're saying. I just think if I have to choose between having something like that which may help even one person somehow and cutting it, I'd push for keeping it and hoping it does what I intended.
Koniec rozmowy
Nowa rozmowa -
-
-
For sure. Best case scenario is that you have the time and budget and line count to do something like that. In LiS, that was a major story beat so that makes sense.
-
Yeah, so my call would be to save those kinds of stories for when you have that time and budget to do them justice :)
- Pokaż odpowiedzi
Nowa rozmowa -
Wydaje się, że ładowanie zajmuje dużo czasu.
Twitter jest przeciążony lub wystąpił chwilowy problem. Spróbuj ponownie lub sprawdź status Twittera, aby uzyskać więcej informacji.
MCV 30 Under 30 2021