Bend and Break Traditional Narratives

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It should definitely be possible for characters to die along the way. This will lead to the possibility for different endings. Think of Final Fantasy VII and Chrono Trigger. Both, arguably, the best RPGs ever made. The different endings could be infinite but the exact themes limited. Can we create endings and plot twists that neither the programmer nor the player expect without it being completely random?

The key ties to how the player increases their stats, where the player goes on the map, what happens in Asgard, and what forms (and therefore which of the Laucopids) the player favors.

Here's a possibility:

Choose randomly one of the players top three most-used (highest-leveled) players (or better, maybe, just choose the most-used character). The Laucopid associated with that character's highest-leveled form guides the player through the ending (or maybe even through that section of the plot). Each Laucopid handles the future a different way according to their personality. Montepulciano might lead the player down a potentially dangerous (even fatal) path, but fun and potentially powerful. Holmdis might encourage a path more reliant on safety, building fortifications, and nurturing the terrain.

In this way, the player's ending is defined by what they've done throughout the game: not (only) because they've made certain conscious decisions along the way (like: "hey--I'll go down this path" or "hey--I'll fight this boss right away") but (also) because they've cultivated their characters in a certain way. The plot might be like a macroscopic "personality test", only subtle-like.

Sidequests and special items are not always useful, significant, or related to the main plot in any way. So the user can actually come across "dead ends"--although they are not necessarily boring, mindless, or fruitless. They may, at times, affect the way that the game interprets the users "personality", even though there are no physical outcomes.

Conclusion

Life is unexpected. In epic times, people die. Epic people die, even, and not always at epic times. And it's unpredictable: defined not as much by what we choose as by what we are. Why should we be drawn to the fact that in video game x, things are going to be different somehow? In short, Asgard should make us better human beings, not (just) better video game players.