Humm... I've been seeing a lot of people saying there's a lack of choice, so I am going to do some spoiler territory with a few of the ones I can remember off the top of my head;
- Scylla can be left to die, killed, or rescued
- You can abandon/fail Samara's story in the second quest
- Iski's relationship to the player
- The Kyot can die or live in Sam's quest (will affect something later)
- Choose between Kaldea and Atlathka for Cracked Tooth (will factor in heavily)
- Moira vs Alenai has nearly a novella worth of dialogue difference
- Kimbers, Admiral Gracer, Moira's different interactions within those choices
- Whispering Brook has 2 major paths with one having 2 sub-paths
- (Roddis vs Mara)
- Dialogue will affect Hiho's state of mind
- Buckle/Scullery Boy
Companions have different shortcut/options and dialogues in everything which change the lore and such. One of the ones I like to point out is Scylla and bringing her to the political meeting.
The two MAJOR decisions that will shape the plot in many ways currently:
- Who survives in Whispering Brook and their motivations
- Whether Atlathka or Kaldea get the Fort
So a whole chat on this... people keep stating we are a linear game... yeeeaaah? We're not a sandbox, we can't be. We focus too much on a narrative. Even games like Baldurs gate you are essentially forced to leave the Cathedral, you are forced to get your soul back and such. Witcher 2 was one of the possibly least linear roleplaying games... but even then, the story diverges in 2 sections and then converges after Vernon/Blades Camp.
I'm not certain what people are requesting here in terms of making the game non-linear? We don't have the resources in order to make 2 separate games for instance, and we will always have one MSQ... but that's also how multi-million dollar projects like Witcher 2/Baldurs, Fallout worked as well so I'm not sure/confused at how people want us to approach "non-linear" content?
The only thing I can think of is if we made a sandbox game which is just, not possible. So my question to everyone here saying we are too linear;
How would you suggest we alter Avarice to make it not linear?