alessandro@lemmy.ca to PC Gaming@lemmy.caEnglish · 4 days agoBaldur's Gate 3's lead writer hopes we won't want to save scum [repeated quicksave] in Divinity: 'Our ambition is certainly to make failure more interesting'www.pcgamer.comexternal-linkmessage-square43linkfedilinkarrow-up1178arrow-down13
arrow-up1175arrow-down1external-linkBaldur's Gate 3's lead writer hopes we won't want to save scum [repeated quicksave] in Divinity: 'Our ambition is certainly to make failure more interesting'www.pcgamer.comalessandro@lemmy.ca to PC Gaming@lemmy.caEnglish · 4 days agomessage-square43linkfedilink
minus-squareMurrayL@lemmy.worldlinkfedilinkEnglisharrow-up24·4 days agoAbsolutely - a dialogue choice that leads straight to a game over state is a failure of narrative design.
Absolutely - a dialogue choice that leads straight to a game over state is a failure of narrative design.