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#3813
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If you read my response yesterday regarding this situation, I don't see the point in asking this question now. My motivation should be very clear.
But if it's necessary, I can break down both of my statements separately.
Revan
[05/31/2018 23:30:40] Revan: And let's just say that it was quite difficult to "pull off" all of this with the fruits.
[05/31/2018 23:31:07] Revan: So that it would both bait and, at the same time, look authentic.
Here, I'm explaining this event from the perspective of how difficult it was for me to incorporate it into the game. Because
a) It had to be authentic – that is, it had to match the plot, fit into what was happening, and be a logical action for the characters involved. As I said before, for me personally, everything was exactly like that.
b) It shouldn't be too obvious, but it also shouldn't be too hidden/sudden. In the first case, players would decide (again, in their own minds) that it was 100% a trick and would move on without any further thought. In the second case, there would be a situation where players would have no way to prevent it (for example, they would be poisoned at night while they were sleeping, or something like that), and that would be bad. That's why I thought I had thought it through well – the event wasn't too obvious, but it did raise a certain amount of suspicion (and there were plenty of those). That is, there was food for thought, and ultimately the choice remained with the players.
c) In addition, this event was, firstly, a consequence of previous events, and secondly, it only appeared when two quests were chosen.
Revan
Of course, it will. He's a master of complex schemes and only thinks about how to spoil the players' experience.
And finally. I thought it should be obvious, but I'll explain this point too, since it's causing such questions. When I wrote "pull off," "bait," and "deceive," I was talking exclusively about how, in my understanding, to implement certain plot twists and diversify the game – that is, to introduce an element of choice, surprise, and non-linear storytelling. If someone really thinks that I might do something with the intention of "spoiling" something for someone, I don't understand why we're still playing.

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