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Player Choices Quotes

There are 102 quotes

"You can track the choices made by other players."
"Disco Elysium confronts you with fundamental choices over and over again."
"The potential for that, but as you do those side quests and stuff, that affects the main storyline and that can change things."
"It's these down-to-earth humanizing choices that your players make in this game and the consequences are real and the story is very real and it's really good."
"The game rolls out as this monstrosity of choices."
"Legion: offering choices, challenges, and endless content."
"Pick Ferry if you want a super quick-hitting Summoner with a ton of buffs and excellent damage."
"For this game to have any kind of meaning or resonance with the players, they're on some level they have to see the impact of their choices in play."
"Events will diverge based on your decisions."
"The true ending of the game is the final conversation, determined by your choices."
"One of the most important aspects of an RPG is whether or not your choices actually matter, and in Baldur's Gate 3, they truly do."
"This is going to be a dark fantasy story where players will be challenged to question both their reality and the choices that they make."
"Your choices have a significance in ways they often don't in other games."
"Mario games let players opt in and out of challenges midway through the game… or even midway through a level."
"We want the world to feel like the decisions that you take as a player will actually have an impact on the world."
"The story is largely built up around making significant decisions surrounding both the larger case which is called the Nightmare and several smaller haunting cases that make up side quests and these form the major and minor choices of the game."
"The vast majority of video games assume, often falsely, that you are a good person that is interested in more than self-preservation and gratification, but this game often makes it clear that the right thing to do isn't always the most interesting."
"Just try to find what works for you. The more mods you unlock, the more choice and the better builds you'll have."
"Every decision the player makes is gonna open up 40 more pages of material."
"Player choice should influence the campaign; consider alternative ways to obtain artifacts."
"It's remarkable how many meaningful choices they manage to give to you as a player."
"What are you going to focus on first at max level? Are you going hard into the gear grind or maybe you're working on some of the optional stuff?"
"Options are important for the game's overall health."
"Everything is about choice, including how you level your character."
"Forcing players into a choice is not a choice; it's a non-choice."
"This is just further insight into how much role-playing mechanics are in place that will provide players with a wide array of options to construct their very own V."
"We want to give people the freedom to try to solve these little combat challenges the way they want to."
"It still feels like the choices you make don't mean anything."
"We wanted to make it so you have your life path opportunities throughout the whole game."
"Nearly every single choice you make for Geralt is consistent with his character."
"There's much more options when you're customizing how you appear in the game."
"Characters react to where you go as Chloe exemplifies when I, for some reason, tried to enter the elevator of a collapsing building."
"Who's your running back here? Taylor, that's Taylor for me, it's Bijan for me."
"Features a variety of different endings, all depending on your actions."
"Undertale makes it very clear that killing everything is a bad idea to quote Sans you gonna have a bad time."
"New cutscenes and storylines will unlock throughout the season according to your decisions and performance."
"Your ascendancy choice is not permanent and can be changed if you wish."
"There are six playable races in the game: Hyur, Elezen, Lalafell, Miqo'te, Roegadyn, and Au Ra."
"Decisions are what make games interesting, especially in the survival game mode."
"Appearance should be something players can change separately detached from the stats."
"Having so many different dialogue choices that are reflective of my own character is exactly what I want from games like this."
"Rest assured that our goal is to provide alternatives that align with your preferred playstyle while widening the scope to include more viable perk options."
"The goal is to have really powerful impactful choices that good amounts of our players feel are valid and want to explore."
"I think I either will start progressing towards M2 or maybe we do our first kudra."
"Horizontal progression is about getting new options."
"Game design is about getting players to make choices."
"The honor system here will change the way certain cutscenes go, certain missions go..."
"The game series adapts to the choices you make. The story is tailored for how you play the game yourself."
"The big takeaway when it comes to Islands in a Hidden Cup is just the fact that a small percentage of people at the high level might prefer it."
"There was a big focus in the game description about choice and consequence."
"Jaylen Brown and Donovan Mitchell are my back-to-back."
"Life is Strange allows player choices to become part of the commentary."
"Let's consider these developers' choices in terms of consent."
"Your choices kind of shape what the princess may or may not be and the way the narrator relates to you."
"Hopefully there's a lot of different stuff for people out there whether you want some new questing or story content to improve your settlement building or even just some new armor or weapons."
"Not only will Cyberpunk have multiple endings, just like the Witcher 3 had in 2015."
"There's no incentive for me to go spend time in the dark zone."
"This game was made with multiple playthroughs in mind so the creators expect people to want to go through and make different decisions."
"Resident Evil 3 OG had multiple endings, each based on player choices and thoroughness."
"It's going to shift. I think we might see people leaving their covenants and moving to the ones that they're starting to see more widespread notoriety of."
"Once again, this is one of those places with tons of potential trainers but if you're careful about it you can avoid basically everyone up until the final stretch."
"The spider webs of choices in this game are downright disgusting, and there's nothing like it."
"Players don't just want choices, they want meaningful choices."
"This thing is nuts, you get the choice between two items for free on every single stage."
"The complexity of the quest with the white gloves, the number of outcomes and the number of ways that you can resolve all the conflicts is exactly what you hope to find in a Fallout game."
"Depending on your actions throughout the game, the story can largely differ by offering several paths."
"Choices truly matter in Hogwarts Legacy so it's not about what house you choose or how well you performed in class."
"But of course, you can also create your own class... so we'll stick to the default though." - Apollo
"The idea of tying power to the covenants is a way to reestablish that old RPG feel where you actually make choices that matter that have permanence and also have consequence."
"Direct your adventure: Cyberpunk 2077's adventure offers many branching paths that can lead to vastly different outcomes."
"Choices have really been what set it apart for me from most other games."
"Let there be consequences for the action... Whatever the players do, let there be an impact."
"Sometimes the players need to suffer the consequences of their actions... that was their choice not mine."
"Fable: the charm, the combat, the choices you would make."
"Being able to react as your character in each situation and make choices that shape the game is amazing."
"Depending on what you decide to do, the quest ends with different rewards."
"Different cooldowns mean more build diversity."
"You have options depending on what gear you find and what skills you decide to invest the most points in."
"So yes, pretty cool, don't miss this thing, okay so lastly no matter whose side you chose when all is said and done you should get a call from Mr. Hands."
"With over 100 free heroes you can pick from and play as, that is wild."
"Every area, every environment in this game gave you so many decisions, so much player agency."
"It's part of the gameplay to provide those choices." - Richard
"The diet system ushers in an entirely new way to play... will you focus on maximizing your growth rate or a more exotic diet?"
"Strong will react to your actions, choices, and dialogue throughout the game."
"It wasn't just about how massive the world was, it was about what you'd be doing in that world, and how you could approach different situations."
"With these changes, our goal is to provide players with a wide range of viable tactical equipment to choose from rather than feeling disadvantaged."
"Finally when in combat with players, big ones have two different I guess attack choices here."
"There are a total of five different endings in Devil Survivor."
"Choice and consequence can be one of the best additions to a game if used correctly."
"Starfield is going to change the trajectory of where gaming's gonna head from now on when it comes to choices and games."
"The more you play, the more the story will unfold from the players' choices."
"...the DM or GM is supposed to be very crucial in facilitating and adapting the player choices into consequences which then lead to other choices which lead to other consequences."