Is it always obvious which is the best choice?

The really really huge goal that we had was we didn't want these to feel gamey in any way, shape or form, so you get the +5 Respect or anything like that. It just purely is an emotional thing, and a sort of small narrative. And the other thing that we really wanted was when you have these things in front of you there's no clear binary yes/no answer. Just so I'm not riffing on someone else's game, I'll choose Bioshock because it's one of our games. In Bioshock it was like harvest or don't harvest the Little Sister, right?

And that was a really binary experience. So we create these moments where maybe you only have two choices, but it's really like we're playing with the mechanics of the game, you know? You're given a gun and shoot them.

Another example that we have later on in the game is there's a guy trapped under a burning truck. You've been in this massive crash, and you come out and you find this magnum on the floor. This magnum's got one bullet in it. He's like begging you to put him out of his misery. And you can do that, and obviously there's—I won't announce this quite yet—there's a narrative thing that comes into this. These guys really fucked you over in some different way. So narratively you're like yeah, I want to kill this guy, but at the same time, surely it'd be more painful to let him just burn to death. And also then I could use the bullet.

We're expecting to see a big "A/B" UI come up on the screen and like, "Harvest this guy, receive 1,000 gold!" You're expecting these gamey moments. And then it doesn't. It doesn't pan out like that. You're just like alright, I have a gun in my hand, and I have the mechanics that I've been playing the game with for the last three hours, is someone going to tell me what to do here maybe? And it's really, it's a little bit unnerving. But then it really connects you and it really leaves you in the moment. And that was the really key thing that we really wanted to do, was really not remove that sort of immersive moment, and really let you sort of feel you are Walker making this decision.

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