If you give players room to do what they like together, you can also give lone players the same thing. When you think about it, it makes a lot of sense. Very mild spoilers follow, but nothing actually spoiling, promise. How does it succeed? Well, through a feature that you’d never think is related. But Divinity: Original Sin 2 goes a step beyond, telling a clear story and allowing - even encouraging - you to do all kinds of dumb things, all without completely breaking. Quite a few RPGs do a good job! Planescape: Torment, for one, presents a fantastically dense and interwoven set of characters and scenarios which you can approach in many different ways. But if players can do anything, how do you tell them a story in the right order and without bits missing? What if they kill some plot-important character or sell the magical thing that does the special thing? It’s the holy grail for RPGs, right, that perfect mix of a strong story and freedom to do what you want. This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games.
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