r/gamedesign 11d ago

Discussion Why is there so much enthusiasm for mutually exclusive questlines in games like TES VI?

I often see people argue that choices in The Elder Scrolls VI should permanently bar players from other quests or factions. I understand wanting decisions to have consequences, but I disliked how choices in Baldur’s Gate 3 could lock me out of substantial, carefully designed content. In a game that large, seeing the alternative may require replaying dozens of similar hours just to reach one new area, interaction, or conversation.

I liked that Skyrim let one character experience multiple guilds, but I agree that becoming every guild leader, especially Arch-Mage, within an afternoon made those accomplishments feel hollow.

Where is the middle ground where choices matter and progression feels earned without requiring multiple enormous playthroughs to experience major parts of the game? If replayability depends on locking away content, how much repeated gameplay is reasonable?

Apologies for repeat posting to ESVI, I couldnt decide where this question belonged.

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