Some minutes ago, I asked myself about what could be applied to tWoOtA: Radical determinism, moderate determinism, compatibilism, indeterminism, or if our will would actually have an influence in something, and I reached a conclusion: Our class and name choices give us an illusion that we actually have such a big influence on the way things happen, and the fact we can tell Ciro what to do also does the same.
Those things, definetly, aren't the illusions themselves. We had total freedom in some things, and slighly less freedom (but we still had a bit of it) in others.
However, a thing which everyone could notice lately, is the fact that we don't have time to do certain things without terrible consequences, which ends making us choose predictable options. I'm typing about Cain's transmissions, which gave us little time, which we had to spend in the underside (FFS also did (automatically) part of the micromanagement we forgot about, and that is
essential to the story), and about what is happening now: We still can't visit DL2, and that's because we're bound to helping Ripriver before that. You can tell me that we don't need to do it, and that's truth, but we
will (most certainly) do it, because going to DL2 before (even if we don't refuse helping Ripriver to do it) might lead us to losing Ripriver, and not being able to defeat/make peace with Ecco, afterwards.
Also, did you notice how when we stopped being pressured by the "meeting Cain before he's caught" task, we were already being pressured by the "help Ripriver recover his castle" task? Also, do you remember those moments when FFS told us about how many possible endings there are? I don't remember exactly how many (maybe 3), but there weren't many of them. One of them is the worse, and it is probably reserved to us, in case we decide to risk in situations like this, and do something else (that, even then, we can still be expected to do). There are also other ends, which are possibly related to wether we defeat Oric or the Seraphs, or both things. The end I mentioned before could also be used in the case that we can't defeat neither of those.
There's also the fact that, in the begin of the game, when we decided to let Riltia join us, and after we used the ladder shenanigan (which we HAD to use as an alternative), we met
Betweenford, an angel, and were also
between DL1 and DL2. We didn't know much about the warrens when that happen, and that lack of information didn't allow us to make a relation between that and anything else. However, now that I think of it, that little part of the game is just too coherent with everything else to not be part of a plan, a plan for the game which FFS had since the very begin.
Returning to the ladder shenanigan... here's another choice that we were free to do. However, there are some questions related to it: Wouldn't FFS be already expecting us to use a shenanigan to not fight Riltia? I mean, why would we kill a potential ally in a dangerous dungeon in which we're new? Just because a random statue told us to do so? Also, would the other option actually have such a big effect in the future, when we'd fight Oric or/and the Seraphs? I guess the fact that Riltia and Proxxy disappeared has to do with this.
You might also ask "Hey, but what about the dices and the rolls?", and with a point. The problem is that rolls aren't actually as important as you might think they are. For example, let's say FFS decided to kill the whole party. He could simply summon a megabeast to do it. What would he do if he wanted us to get loot, feel that the danger is near, or give us a strategy based challenge (or even realize the game's mechanics (see: the spider we fought at the begin, in DL1))? He could summon something much weaker, such as a robot or a spider. He even could summon some powerful creature with a limited movement, which would be used to restrict our exploring options at some point, even if temporarily. Also, don't forget the following:
-In many moments, we don't know which attacks the enemy uses, and, if we're in a big trouble and FFS doesn't want us to die, he can, perfectly, make the enemy use a weak attack. He can also make it use a powerful attack to slay one of our plot-relevant characters, and allow us to kill the enemy with few more attacks after that.
-Events. All kinds of events and unpredictable (to us) conditions can happen to limit (or boost) the damage a specific enemy does on us. Do you remember those moments when enemies can, quite easily, cut characters in half? That doesn't make a lot of sense, when we compare those roll-less situations with what happens to the plot-relevant characters in mid of fights.
As you can see, FFS has several tools he can use to not allow rolls to have such a great influence on the game overall.
Basically, we
are bound to specific endings, and, while it's truth that we have an influence on which of those will be the game's end, it's also truth that we've been too predictable to FFS, so what is going to happen isn't a big mistery to him.
Note:
p.s. it's great how even polls get the weird consensus effect. Once a few votes outweigh the other options, it becomes a battle between that select two or three. Now the two party system makes sense. It's not a conspiracy. It's determinism.
...wouldn't FFS be, already, expecting a specific result? Even if not, I'm starting to think that, whatever is the result of the poll, it won't have such a big influence on the game as I thought before. I mean, we could get a good-sided character, which could also be a demon. We could also get an arrogant character, which could also be called a "hero", and who wouldn't really help us with anything. Same "hero" could also be a greedy character, which wouldn't help us with anything, either.