this post was submitted on 05 Jan 2025
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This is something so many story tellers in gaming and movies don't get. The story doesn't have to be about saving the world, the universe, the multiverse or the entire nature of reality. In fact, I would prefer it if the stakes are low enough that the protagonist has actual choices instead of being pushed heavily into the "of course I am going to save the world" option of each "choice".
I meant as in, I as a player don't need to be able to make changes that dramatically alter the game world in which I am playing and alter the story beats that I'll hit.
I don't like having to make a decision that may lock off entire areas or missions in the game. I no longer have time to devote a replay of a 60 hour game so that I can experience a different story line.
Otherwise, yes. The stakes the character faces in the story don't always need to be "save the world."
Personally, I am playing the game to enjoy the story of the character I am playing as. Not to play as me and make my own personal decisions.
Agreed, games that make you replay the entire game to see the 10% of content that were exclusive to a certain decision are not great at all. They are essentially just games with 10% less content for all practical purposes unless we are talking about something where restarting is part of the game play like Rogue-likes.