What I don't understand is why the workflow for these games isn't:
• Make intro versions A, B, and C
• Make endings 1, 2, and 3
• Everything else
You've got unique intros that each have their own areas and characters, so dev time required. Why not do the same for n different, slightly generic endings? The writers can dial them in as you go, but have most of the dev in the can. That way, if you run out of steam, you can cut the "Collectible 27d" chain instead of the fucking ending of your game.
That said, I saw a funny argument that the endings that are in there map to each origin. You have the run-away end, which is for the outlander origin. You have the secret end, for the gutterpunk origin. And you have the end where you get merked, because that's how it goes for corpos who try to rise above their station.
What I don't understand is why the workflow for these games isn't:
• Make intro versions A, B, and C
• Make endings 1, 2, and 3
• Everything else
You've got unique intros that each have their own areas and characters, so dev time required. Why not do the same for n different, slightly generic endings? The writers can dial them in as you go, but have most of the dev in the can. That way, if you run out of steam, you can cut the "Collectible 27d" chain instead of the fucking ending of your game.
That said, I saw a funny argument that the endings that are in there map to each origin. You have the run-away end, which is for the outlander origin. You have the secret end, for the gutterpunk origin. And you have the end where you get merked, because that's how it goes for corpos who try to rise above their station.