branching dialogue sucks! linear dialogue is good! I want a 1000 deeply thought out interactions instead of a 10 choose-your-adventure lines shallower than an inflatable pool
give me reactive dialogue, timed dialogue, dialogue that shows up when I do stuff- but not dialogue I chose down a stream of endless infinite trees of speculating on my desires & motivation.
I do not need to interrogate the cashier about their run ins with the villain of the game to feel immersed! quite the opposite actually- that would be fucking weird!
I always have a similar problem with games where "You can be good... OR you can be EVIL!!!!!" Because it always seems like the evil options are so shallow. There's almost never a compelling reason to do a bad thing except just to see the other ending of the game. By the end, I never think to myself "I sure am glad I got to see the slapped together, worse version of this game. :)"
