>>306140
>But yes, 90% of the time that's a pretty good rule of thumb.
O.k., there is a game I'm playing right now that will remain nameless ftm (because I want to eventually put all of these thoughts in the review thread because I'm pretty sure I'm playing this through to completion) that has reminded me when
>>306138
>Just sleep on it
Isn't wrong, but isn't even right.
They're all along the lines of "You have path A or path B--path A will continue the story and kick you out of the dungeon, and path B you can continue cleaning up the dungeon." The .Hack games had a nasty habit of this, I'd ALMOST 100% a dungeon, but oops, the other path has the Gott statue that forces a cutscene that kicks you out of there!
The more egregious ones are like the game I'm playing currently, where I'm basically fretting thinking, "Is finishing this quest going to lock out all the other sidequests for the rest of the game?" Some examples:
>FFVI You better get everything you want done before the floating island!
>Lagoon, I know it's a bad SNES game, but because there's no backtracking in that game, you can ROYALLY fuck yourself by not getting magic gear before finishing the dungeon off.
I was going to say more, but now that I thinking about it, Final Fantasy games are notorious for having a point midway through the game where you're going to close off a ton of doors without knowing it.
On the one hand, I can't blame these games most of the time for doing this, because there's good story reasons to make sure you have doors suddenly and unexpectedly close off, but I get around this is by having a SHITTON of saves. Which means I kind of ruin the story for myself anyways, and goddam does it make me doubleback to previous saves, waste time, and have me metagaming instead of actually gaming!