travbrad wrote:This sort of thing is pretty much standard for such an open world RPG with so many choices. It's very hard if not impossible to make everything you encounter story/lore-wise match up with your experience and how you play the game. Taking every single choice into account would basically grow the game/dialogue/story-branches exponentially.
I really don't think it's that hard if they just approach it appropriately. They build these amazing and complex visual engines, why not a dependency checking storyboard program? I'm not saying it would be easy or quick, but that should be the price of admission when the story is supposed to be a integral part of the game. It's not like the dialogue has to be so incredibly detailed that each and every character mentions what you had for breakfast 20 game days ago either, so long as they focus most of the attention on the main story arcs and add in secondary stuff for the smaller decisions then that would be perfectly fine.
They were able to pull this kind of thing off with past games. It's like they want to make sure the story is exactly how they want it and they can't stand the thought you might miss some nugget of story if you kill off someone. You end up with the illusion of it being an open world, and a poorly done one at that.
Tachyonic Karma: Future decisions traveling backwards in time to smite you now.