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We're not just saying that players will experience the story differently but that players all have a unique combination of story events happen to them. Like, if you and I played the game and then discussed the specific events that happened, they would be different. We maybe could have phrased that more clearly.
In any case, we felt that the part of the game where the content is varied enough to create a different experience for everyone who plays the game was worth highlighting as one of the things that makes Pyre unique. We certainly don't feel this is true of all games.
What did he mean by this?
If two players do the same things in the same order, do they get the same result?
No, we wouldn't say it's rogue-like. If two players do the same thing in the same order, they will get the same result in many cases -- but, there are some cases where chance is involved.
The game is highly story-driven and you'll meet key characters at key times and stuff like that, similar to our last two games (though the story is more central in Pyre than in Bastion or Transistor). But, as it unfolds, some of the details will change based on different factors, and no two play-throughs will end up having the same exact sequence of events. It's difficult to get more specific without giving anything away. We want for players to feel like they had a very personal and 'tailored' experience with the game.
We experimented with a more rogue-like structure that generated characters and quests and so on. That had promise but we so enjoy creating specific characters and stories that we decided to go in a different direction, with a specific cast and a more specific story, though still with a lot of variance and dynamic aspects to make the experience feel tailored to each player.
If the answer is "Yes", a perfectionist PT will be a challenge with many reloads.
Yes, I'd say that's the case for the most part, though I don't want to give away too much more about the ending or game structure.
There is some randomness to the degree there's a simulation of things that happen that aren't directly related to you. For instance, there are different bands of exiles, called triumvirates in the game, e.g. the Accusers; the outcomes of their encounters is simulated based on various factors, and that can have some influence on things related to you. There is variance in how many times you will encounter different triumvirates (a combination of your choices and chance). We liked the idea of a game structure where you could run into the same adversaries, have them respond to the outcome of your last encounter, and so on.
If you imagine yourself in a tournament setting, how well you do is the factor you control, but other factors -- how well your opponents do, and so on -- are out of your control. We're hopeful that these aspects make this game more resonant and true-to-life, even if they defy the sense of a 'perfectionist playthrough' you refer to.