Agent-Zero wrote on Mar 30, 2017, 12:28:
of course there is no way to "fix" a storyline, and more importantly to me there is no way to add in more dialog options that actually change things or allow you to role-play Ryder in another way besides being a "goody two shoes" .. and in the same way there is not going to be any way to add in a bunch of "hard decisions" that make big changes to which direction the story goes, or which events happen and so forth
I'm enjoying playing as a bit of a rough-edged Ryder, I wouldn't say that I'm a "goodie-two-shoes" by any stretch, aside from the basic mechanics of quests involves helping people out... I guess it would be a much different game if you had the option to just pop any quest-giver NPC in the nose instead of go on their BS fetch quest.
And there have absolutely been hard decisions, indeed morally ambiguous ones. How much they affect the story remains to be seen, I've heard accounts that it's not going to give you like 2 totally different branching paths for the story or anything so drastic. I'm guessing that these decisions baked into your save file might become relevant in future games. If you're going to do branching storylines in a trilogy, you probably want to keep the first entry more or less a tight experience, or else you'll be having to program 800 different storylines by the 3rd game.
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