

Interesting, I’ve never considered choices and gameplay as separate things. Isn’t it more, I don’t know, immersive if gameplay and story are unified?


Interesting, I’ve never considered choices and gameplay as separate things. Isn’t it more, I don’t know, immersive if gameplay and story are unified?


Non-lethal also means avoidance rather than conflict. But ultimately, “bad ending” is subjective. You still save the princess, it’s just a more murdery vibe.
Also you get to kill the baddies yourself, it’s the good ending where most are killed for you right?
I guess there is some cultural nuance - my impression is that for some people, sexual exclusivity is understood as an impossible virtue which it is important to appear to uphold, but where breaking it is kind of like sneaking a cigarette after having quit.
Which doesn’t make them untrustworthy necessarily, they just have a different understanding of how big of a deal it is.
To me it feels more about consistency. The world aligns with your expressed ideology.
If you’re using the sneaking and non-lethal tools the world becomes a place that believes in the value of life, if you murder indiscriminately the world becomes a place of punishment, where nobody is innocent and the only way forward is to let a plague descend on the land.
Plus, arguably, the parts that get harder when you go lethal are balanced by the inherently more difficult nature of the non-lethal approach.