At some point, I think you do need to put the data aside. You need to ignore what players *think* they want and imagine what they *really* do - that's your role as a dev, and it's a scary one... particularly since convincing higher-up publisher types of that is nigh impossible. π
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Answer wasn't great though EA guy was also in attendance haha.
That's normal right
That's normal and okay
Shadowy, silent high five.
Though having also played various types of VNs for years and seeing how people react to those i have suspicions :/
I loved how rogue played in Veilguard, so maybe it picked up there.
Inquisition did alright with the multiclass specs. DA2 and Veilguard had my favourite rogue gameplay, I think. It just felt very quick-paced.
As someone that's always played rogues, I think gradually adding extra 'tools' for rogues helped it stand out.
I just like classes that tinker and have power options π
And DA:I's rogue gameplay was more interesting than warrior, for me.
Actually, it was only 1 chest in DA2, so not too much of an issue., but in Origins, you couldn't pick up a rogue companion until Ostagar (Daveth) and Lothering (Leliana).
And also this is why when Sylvia F pitched a gentleman necromancer, I went with it despite my not-quite-phobia of corpses.
Games purporting to be about choices are better when they include options I won't take.
Preach it!
I hope her coffee/tea is always the perfect temperature.
I hope every time she puts on a sweater she finds cash inside it.
π
It's refreshing to have "this is objectively a morally dubious route but here's the storyline for it" vs "you picked The Evil Option say goodbye to content"