Oliver
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- Apr 7, 2026
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Played through the first few hours of a recent release last night -- I won't name it specifically, but the 'choice' system was essentially pick dialogue option A for a slightly warmer tone or dialogue option B for a slightly more blunt tone, with outcomes identical regardless.
Baldur's Gate 2 was doing genuine consequence-driven branching in 2000. Planescape: Torment the same. I'm not asking for perfection, but I'd like the illusion of agency to at least require some effort to maintain. Does anyone still play RPGs where the choices actually feel like they matter, or have we more or less accepted that modern RPGs are linear games with the aesthetic of choice layered on top?
Baldur's Gate 2 was doing genuine consequence-driven branching in 2000. Planescape: Torment the same. I'm not asking for perfection, but I'd like the illusion of agency to at least require some effort to maintain. Does anyone still play RPGs where the choices actually feel like they matter, or have we more or less accepted that modern RPGs are linear games with the aesthetic of choice layered on top?