Well, I've no problem with multiple outcomes and it's a cool concept when it actually works, but the way it works in DD"2".... you might not even get any outcome whatsoever lol, which is not a thing at all in CRPG and BG3 for example, which is arguebly the best modern CRPG - I haven't failed anything or stuck on any quests in that game in the first two acts I've played.
There is one other quest btw related to Battahl princess which you can sort of fail but at the same time not really. To get the best outcome you need to do something completely not obvious which depends on what you decided to do before the meeting. There isn't even a hint that you need to maybe do this and that for the best outcome, which is not that different from the worst one, but still. That's not good design, it's horrible and intentionally cryptic af and counterintuitive. It's not that you'll get something amazing for the best outcome, but that's not the point here.
Like, why would you 1) decide to put the princess at risk and agree with her 2) want to kill her as requested while the purpose of the quest is exactly opposite cuz you barely saved the princess the first time and must not put her at risk yet again? I mean, it's not the intent of the devs that is bad here (multiple outcomes and all that), but it's how they designed and wrote the whole thing which maybe should be at least 1-2 quests longer to properly convey as to what you should be doing without telling you the whole sequence and it's an art form in itself btw, to be able to do that without giving too much away and handhold you the whole way.
It is clear as day that quest design are not strong suit of the theam that made the game and they need to work hard on that for the next one. They have good intentions, but they need to work on how to make the whole thing to work and look right without trivializing everything.
Can you elaborate on that? Cuz... I haven't seen a lot of memorable consequences for your actions.
There's a few things you can do with NPCs if you did something before, but it's far from being something memorable and exciting tbh. None of the love interests do anything at all, none of the many other quests as well. The whole end game is rushed af and clearly not finished properly if at all. You can also get stuck with elves if you didn't help them to restore their tree and vast majority of people won't give a fuck when it happens and never figure out that you can move things forwards if you'll be just trying to talk to elves leader hundreds of times until he'll give up.
You sort of can by sleeping at the Inn, but even then and as we discussed and pointed out already, it's not even obvious to begin with as to what for you should be save scumming
Can you explain "the bestness" of cryptic, convoluted and counterintuitive af quest design? Cuz I and a lot of people are not finding this good even, let alone "one of the best things game has to offer". It's objectively bad on many levels and there's no redeeming factors for such a design. I also don't get why the fuck do you think that everything must be super obvious, I haven't said that and didn't mean to, it's just there's good design and people who can do complicated quest right, and there's bad design and poeple who don't understand how to make it work properly without giving too much away, there's no ifs or buts and it's not rocket science, but it's that simple.
Oh, they will, believe me. They will be looking here on GAF, Steam, Reddit, Twitter and in other places as well.