sundin13 said:
|
That's what it feels like. Pacing is important for story-driven games, I think, and too many side-quests can kill that. The question is, is that a design problem, an end-user problem, or something between?

sundin13 said:
|
That's what it feels like. Pacing is important for story-driven games, I think, and too many side-quests can kill that. The question is, is that a design problem, an end-user problem, or something between?

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