MAKING IT MEAN SOMETHING
The culmination of this is the end-game. Some of you may recall that an expanded finale was one of our admittedly clumsy stretch goals. It wasn’t something we defined very well. In our original scope for the game, it was a series of events that the player had to survive, and then they’d see the ending. We knew we could do better. This is where our constant iteration comes in.
What we have now really feels like the summation of all your decisions across the entire journey. Without giving anything away, we’ve taken nearly every action the player has made and put them in something of a sandbox of options. How you decide to survive the finale is up to you, and your options are defined by everything you’ve done up to that point. If you let a character die they won’t be able to help against something that might turn out to be vital. If you didn’t do a good job keeping your warriors alive you may find yourself in some serious trouble. If you saved every single person along the way it may actually be a detriment. Unlike our original design we don’t have a single ending in chapter 1, we have a range of success, and it’s up to the player to decide whether they accept that ending or want to try again. You can even fail completely.
But again it’s not just about saving a large group of strangers. The cast of playable characters grows throughout the story until by the end game you can have over a dozen characters in your party. Each of these characters talks to you along the way, forms relationships with each other and influences your decisions. And they’re not invincible - if you don’t keep them safe they will die, leave or even turn against you. We’ve taken the advantage of being able to make our own design decisions to the point that I can safely say there’s not a single character who has plot invulnerability by the end of chapter 3, as ambitious as this may sound.
What this all comes down to is that we’ve thought about this story... a lot. Right now I don’t think we could make it any better than our current pass, and that’s a luxury very few developers get. I hope you’ll agree it has been worth it! Now it’s time to get back to banging out that content!