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Wolves hunt in packs! Dragon's Dogma 2 is finally real

Peklo

Oh! Create!
(they/them, she/her)
Pulling a transcript from my playthrough of how a quest of no particular import in the mid-to-late game went, just to illustrate an example of how constructed narratives in this game guided by a player's choices can interact with the designed branching points and "quest successfully failed" type of design ethos it lives by:

1) sculptor requests me to fight a griffin for him so he can sketch it out for reference. there's a pretty obvious tip that for the best result it needs to be petrified. i set the thing aside until i maybe meet medusa
2) exploring around, i accidentally run into the trigger point for the quest out in the wild, with the guy taking off to the griffin nest like AW YEAH IT'S TIME. i can't resolve it "optimally" so i just ignore him hoping for the best
3) hours later i come back with severed medusa head to see about the griffin. goes perfectly, petrified in an instant. but the guy is nowhere to be seen even though the quest marker is around the nest
4) i go confirm what i suspect happened, and sure enough: the dude died storming the nest on his own, so i go to the morgue and revive him straight out of his coffin
5) returning to the nest, he is there now... but the griffin isn't, because i petrified it and it crumbled after a while. just approaching the guy triggers him to act like i didn't give him good material at all and well i guess i just gotta wing the details
6) he finishes his work for his rich patron, and it's a travesty of a sculpture and he's admonished for it. his career is now ruined. quest complete

The game is full of stuff like that and if the textual writing doesn't capture one's attention, things like this consistently do. You're always immersed in storycrafting where the game provides the canvas and you get a say in how to fill it out.
 
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