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Yes, NPC quests can be failed. I'm not sure we even know the full extent of when/how all these interactions happen, but burning away the shadows that guard the castle entrance is definitely a cutoff for some NPC questlines.
It should be fairly obvious when this will happen. You'll get a prompt after a boss fight to use a key item that will change the environment of a certain portion of the map.
I saved Messmer for last before burning the tree, since defeating him is necessary to progress.
I'll take another look around, since I'm still trying to reach the map fragment in the Northwest, and no idea where else to go.
1: (minor) Entering Messmer boss arena (will end 1 sub-quest and prevent getting a talisman or ash of war)
2: using the item you get from Messmer to progress the story (will end many quests, make sure you've nasicaly done everything relating to NPC before that point).
- Killing Messmer
- Burning the sealing tree
- Killing Balrog
Disgressing, but I love those crazily dumb answers, lol xD
My father and me are old enough to have lived all early RPGs eras, and enjoyed them.
When they were no quest system, or even saves, or even clues to anything, and you could softlock yourself pretty easily.
But those games could usually be finished/redone in a few hours tops.
Got barely 3 to 4 NPCs to talk to.
Very small "maps" or things to really do/interact with.
And usually developped by 1 to 5 clueless nerds in their garages.
They weren't cryptic and punitive on purpose.
They were this way because you could see your mistake and fix it in next game rather quickly, or because the part you could fail was like 20% of the whole game, or because the nerds behind it just had no idea about what a cool game or mechanics could be, back then.
It wasn't about a line of text you just missed, lost in entire books of lore, and blocking 1 of 30 characters in a 200h long plays.
And even those very challenging early games quickly evolved into save system, journals, integrated maps and all.
Not to "handheld stuff to players", but because programmers themselves were thriving to deliver more interesting adventures, where sotflocking yourself WASN'T the point and fun of it!
The "taste of challenge and masochism" developped by early/old players wasn't cultivated on purpose.
It came from the many mistakes, ignorance and gaps of early game developers.
(that's what the vast majority of them told us, in their old age, in interviews : "we didn't knew better. Do better, now that you can")
So yeah, always a good laugh, to see the elitism of unforeseen masochists this Crucible era created. xD
Thanks for those answers about the points of no return in DLC !
Will be put to good and careful use while exploring it ;)