At the heart of this plan is Jaheira, who fans will remember from earlier parts of the series. They showed how the two plot options developed perpendicular to each other, giving the player the ability to jump from one line to the other at will. The developers recently demonstrated these storylines during the broadcast of “Panel from Hell”. Sometimes the consequences are subtle, but they all matter.” The truth is that the characters react to your every choice. “The game world doesn’t change with every decision you make.Smith stressed. In fact, the number of complete endings is described “not too big” two-digit number, and its possible variations are calculated in thousands, depending on which way the player reached the middle of the net. So we’re not talking about 17,000 different versions of the finale. The player moves to the same area, but all plot variants until the end are reflected, so it seems that way “Dance” between twisted threads. With such a scheme, players would have no way of going back to certain points in the story.įor the sake of clarity, the screenwriter likened the storytelling technique of Baldur’s Gate 3 to a large web, the center of which is the end and the outer edge the beginning of the story. In conversation with GamesRadar Smith described a common misconception about branching narratives: users imagine that one choice opens a new plot, the next another, and so on indefinitely.
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