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They aren't countless. That's more like permutations where you're still just actively making a choice on the ending you want and those endings are a few at best.
That's an illusion. Not only are they not countless they are very few. So those countless twists are really just alternate dialogues that lead down the same paths. I mean try it. Name a path that takes you down more than 2 or 3 max paths and how many of those are just closed at the next fork with the last leading you down that same main pathway?
That isn't to say the story isn't interesting and that the side paths leading to what's (basically) 2 outcomes (because one is basically one of those game over moments and the other is by taking a very specific pathway from the outset), aren't fun. But no there is not plenty of choice and consequence outside of whether or not you keep a companion or not or romance one.
You aren't serious right? You think good table top DMs limit endings to 2 potential outcomes?
But can you answer the question:
And also this one which is a good question:
No. The problem is it's advertised as an 'open ended' game, but isn't. They tried to have their cake and eat it too, and it failed. You don't have freedom in how you do the major plot points, and even if you do a few bosses out of order it has almost no effect other than the odd throw-away line of dialog.
You're options are always 'fail and everyone dies', 'kill everyone', or 'do it the right way'. It really is a plot on rails.
I'd say it's pretty open ended that I could murder anyone I want or otherwise allow them to die by inaction and the story continues on. That you can ignore entire plot lines and major characters because you weren't interested or didn't know they were there. That the main plot wraps up asymmetrically in a handful of ways, even discounting the fates of those in your party that could each themselves wrap up their own storylines in a handful of ways. I'm not sure how much more open ended you wanted or expected the game to be, but that's pretty open ended in my book.
How is that a good question? AT ALL? No DM I've ever played with nor have I ever myself created anything with only two outcomes at table top. That's ridiculous.
For your first DA:O had 4 true endings despite all the other choices. ME3 had 8 (3 core 2 of which had 2 varations and the other 3 having 3 variations). I think RE could have 6 different endings per character. So my answer would be around 4 endings and an epilogue ffs.
Except it doesn't. It just leaves that whole part of the game gone. Want to murder Gortash in his coronation? You can kill him, then 3 or 4 quest lines just up and disappear. That's not 'open ended'.
In Act 1 you can choose to side with the goblins, or against, them. That's an open ended quest, with meaningful choices, different loot, different companions, etc...
Just disabling/losing entire quest lines that didn't really matter anyways is just lazy.
The main lot wraps the same way. You confront the brain with the 3 stones. You fail. You argue with the Emperor. Then you choose which 'flavor' of squid HAS to accompany you, then you do the final battle, then you see the same ending with just slightly (and often incorrect) differing ending clips.
Chrono Trigger had more endings, and more meaningful choices, and that's like 30y old running on hardware that's less powerful than a modern toaster.
^ Yep. Thank you.
writing in the forum how to make a better game.
When you remove people from the world, their stories tend to disappear, yes. I'd still call that open ended. Your choices in Act 1 feel meaningful because they keep building on it in subsequent acts, but that's the nature of an ending: you can't keep building on it. You're also putting Chrono Trigger on too much of a pedestal; its endings are most definitely *not* more impressive than this game, though both have planned endings where you can end the game way ahead of time if you're so inclined (Gale Act 2, for instance).
you always end up with the same choices at the very end of the game, and there are only two places where you can end the game at different points - both are just game over states after another binary decision.
BG3 isn't an open ended RPG, it's a theme park with arrows on the floor and a couple of choices on what to see first.
No one would call that 'open ended'. Every quest in pretty much every game that has ever had quests can be 'failed'. In most games that's a 'game over' screen but in many others you simply do not get the rewards and/or finish the storyline. No one calls that 'open ended'.
Act 2 is not the end of the game, nor is the beginning of Act 3. And the Act 1 choices feel meaningful because they are. It's not just a 'you lose Halsin/loot' choice. When you side with the Goblins you get Minthara and other options.
Because standing around on a dock reciting 3 lines and disappearing was impressive? The 'party at the camp' bit after killing the Goblins was a better ending (and that was just 1/2 way through Act 1) than what we got at the end of Act 3.
Kingdom Come: Deliverance
Cyberpunk 2077
Dragon's Dogma
Fallout: New Vegas
Witcher 3
^ those are open ended RPGs.
BG3 is a theme park with three sections to help keep the crowds organized.
Chrono Trigger set the standard for multiple endings, but it is not an open ended RPG. It is closer to BG3 in this regard - each time epoch is an "act".
But Chrono Trigger benefits from an open WORLD that you can explore and get lost in and lose track of things in. BG3 puts you on a track with a couple of opportunities to pick left or right. You can go back and forth between epochs as you please without any penalties in Chrono Trigger.
People put Chrono Trigger on a pedestal because it's one of the best RPGs of all time.