>>59062270Three houses is the worst example of choices influencing the story. Yeah my opinion in-game should matter but that game is the ultimate illusion of it.
>You get to pick three houses with unique students>....and you can recruit nearly everyone under one banner>....And part 1 of the playthrough all share the same maps, enemies, storybeats and bosses with only 20 minutes of actually unique cutscenes across the average 80 hour playthrough.>...And part two also shares the same set of maps until a replica of the battle of the eagle and lion occurs, effectively making only the last 2 to 4 chapters unique >...And the Crimson Flower route is the outcome of an unfinished development, ending earlier than the earlierYou could've picked the mugou spin-off, which actually has somewhat dynamic route progressions (Despite them cutting the shory short).
Pokemon as a whole pretends to give a player a choice in something but rewards them with the same material regardless with the only difference being a few more button mashes.
Consequences or the impact of the ingame decision making, how little there may have been in the early days, have been slowly ciphered out.
Black and White with Memory Link has my favorite interpretation of it where what you do in BW1 might not have an impact in itself but does have an optimal impact in BW2.
>Battles against Bianca and Cheren with their teams from BW1>N's Pokemon which he has battled with in BW1 appearing in the wild, despite the portrayal of N and his philosophy showing that the Pokemon acknowledged him in every step.>NPCs commenting or showcasing the changes over the two year timeskip, including how the changes of certain structures came to be.>General more characterization between the characters of the BW1 castAnd the best part about it? It was free and basically an incentive for players to let their progress in BW1 feel like it carried over into another journey even if it is just in subtle ways.