>game has plot important NPCs >kill one of them >With this character's death, the thread of prophecy is severed. Restore a saved game to restore the weave of fate, or persist in the doomed world you have created.
Why doesn't every game do this? How did Bethesda go BACKWARDS in game design?
For some strange reason, games that advertise themselves as having a broad range of freedom such as killable npcs often have shit load of non-killable npcs that are immortal for the sake of story.
It's more of a criticism of games adding this feature for no apparent reason when they're built around a ridged story that depends on npcs being alive rather than the idea of non-killable npcs themselves.
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