I guess part of it is different playing styles or expectations.
I'm only in chapter 2 so maybe some of the decisions will become more apparent but so far they do feel cosmetic.
In Chapter one you can only wander the outskirts, in chapter 2 the temple district and eventually the swamp. Presumbly chapter 3 will be the Merchant district or similar. You can't get to other areas or go back to old ones. So in chapter 2 perform certain tasks and you get to go to the swamp. Perform another task and character A disappears. These sorts of triggers are in all RPGs but I'm just much more aware of them which why it feels quite linear. There;s (so far) little choice in the quests and your motives. You can accept them yes/no but there's no role playing options, so I've decided I want to help people but in a quest option I'm demanding 200 gold from a poor person or I won't do it. There's no roleplaying decisions to be made there.
You can do stuff in chapters in a different order and presumbly in different ways but you still seem to be heading towards the same trigger points. I say seem as its quite easy to break the dialogue tree. In one instance I got a successful quest message to annouce I'd proved someone innocent and to tell character B which I did only to be told I had to kill the just proven innocent character as i couldn't prove his innocence. I'm trying to get into the cemetary and the quest tells me to speak to A or B about a certain topic but I don't get the options to do so. i think this is because the trigger is about proving someone's innocent but I've broken that quest as well.
I've probably not played enough but the choice decisions seem to be limited to big set pieces. It's not like Fallout or Arcanum where you can be good/evil etc and play accordingly and neither is it like Morrowind where you have lots of freedom.
I know I've sounded negative but I am really enjoying it most of the time but I enjoyed Fable as well because I knew what i was getting. I probably will replay at somepoint if only so I can get things right (or in the right order).
I'm only in chapter 2 so maybe some of the decisions will become more apparent but so far they do feel cosmetic.
In Chapter one you can only wander the outskirts, in chapter 2 the temple district and eventually the swamp. Presumbly chapter 3 will be the Merchant district or similar. You can't get to other areas or go back to old ones. So in chapter 2 perform certain tasks and you get to go to the swamp. Perform another task and character A disappears. These sorts of triggers are in all RPGs but I'm just much more aware of them which why it feels quite linear. There;s (so far) little choice in the quests and your motives. You can accept them yes/no but there's no role playing options, so I've decided I want to help people but in a quest option I'm demanding 200 gold from a poor person or I won't do it. There's no roleplaying decisions to be made there.
You can do stuff in chapters in a different order and presumbly in different ways but you still seem to be heading towards the same trigger points. I say seem as its quite easy to break the dialogue tree. In one instance I got a successful quest message to annouce I'd proved someone innocent and to tell character B which I did only to be told I had to kill the just proven innocent character as i couldn't prove his innocence. I'm trying to get into the cemetary and the quest tells me to speak to A or B about a certain topic but I don't get the options to do so. i think this is because the trigger is about proving someone's innocent but I've broken that quest as well.
I've probably not played enough but the choice decisions seem to be limited to big set pieces. It's not like Fallout or Arcanum where you can be good/evil etc and play accordingly and neither is it like Morrowind where you have lots of freedom.
I know I've sounded negative but I am really enjoying it most of the time but I enjoyed Fable as well because I knew what i was getting. I probably will replay at somepoint if only so I can get things right (or in the right order).
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