You know how NPCs can like / dislike your different dialogue choices, that adds up to a score, and you hope you'll get to fuck at the end? I think Enderal had maybe like 10+ different NPCs who respond to your dialogue. and then a bunch of these NPCs leave and/or die. When the game shows you how some of your hard-earned relationship grinding will just "go to waste" anyway, then I think the player does something more interesting - they care less about optimizing everyone for a perfect ending, because any character could be expendable. I think this was a problem in Mass Effect 2, where you feel pressured to make everyone like you, and have that play out in the final mission with an optimal outcome.Destroy the player's expectation that relationship mechanic = main cast member.
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