Originally Posted by
Newman_Oldman1
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But they disguise that fact by having the gameplay reveal more about the world and the narrative, even going so far as to have some of the player's decisions affect the narrative and the world in different ways. I think if Wildlands had allowed the player to take out the buchons using capture/kill/interrogate/isolate instead of just forcing us into one of those without a choice, it would have felt much less repetitive, especially of the missions you do leading up to that point differed based on which strategy you choose. It would have been cool to actually look at the intel you gathered at outposts and then decided how you wanted to use it instead of just doing whatever Bowman or Nomad said you had to do. Even better if how you neutralize a buchon affects the overall narrative, the province, or possibly even a different province (for example, destroying the Production in one of the Production provinces causes the Security in the nearest Security branch province to either become more chaotic or have cartel/Unidad security forces lash out at civilians because they have no Production province for which to provide security, etc. Or you could take out the Security province buchon first and not have to worry about reinforcements in the Production province.). This would considerably increase replayability and encourage different approaches while increasing immersion and giving a sense of purpose to the objectives you are completing.