"We've structured the game in a way where, after the prologue, you can do basically whatever you want."
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34d

I really love the game desing behind this system. The game is on a timer, but instead of time going foward all the time, the quest “cost” time.

Way of the samurai games did this kind of trick back in the day. In those games the day was divided in to four parts, morning, noon, evening and night. Player had unlimited time to wander the game world, but once they did something big, the time would go foward and depending on what you did the story would go in to different direction. After 5 full days the game would come to a finale, but how you acted, effected who was alive and wich side of the final conflict you would be.

The game ending and story coming to a finale does not necessarily mean you win.

If the game is fun to play and one play trough does not take forever to finish, i can see my self playing the game multible times trough and trying to find the way to make everything end the way i want.

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24d

That added context puts it into a different light for me. Don’t think it would be something I’m interested in, but can see what the appeal is for other people

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