If you’re like me, you’ve probably tried to see what happens if you, for example, dont take the path across mount Caesar and actually make it to the Ravenna Castello, only to be dissapointedly met with the same old barrier. My proposal is that for specific triggers and ambushes like this, there are backup cutscenes for repeat players attempting to get past them.
For example, in the situation I just described: the bronze legion was stationed there to prevent the assassination of calvus, and ambushes and captures you before calling general Julian on scene to give a monologue about Ravenna that reveals some new lore or something before throwing you in the mines. Similar things could happen with the drachmae pirates.
Reason to add/change
Right now the story feels extremely on rails, and thinking youve found a secret only to realize you have to go back to a cutscene’s trigger is extremely immersion breaking. This would help make the story feel less like a chore and more like something to be explored, along with adding replayability.
content that only a small portion of the playerbase (entirety of the group of individuals which enjoy playing Arcane Odyssey, even after stopping once they’ve finished the story) would be able to find and enjoy isn’t really that good.
do you consider “the playerbase” anyone who’s ever played or people who actively play and enjoy the game, because most people I’ve seen have tried this at least once
Think about when you did something like beat
The final boss with nothing but a rock and stick
or stacked 1000 C4 onto a boss spawn
or clear a stronghold and then get the quest to clear it
Having the game say something, even in passing
It is great as a little nod to creative play
that being said I don’t think there should a ton of work put in
it should only be in passing notes
not whole cutscenes