"The guiding principle," says Gaider about how all these choices are handled, "is degrees of consequence. You can actually split choices up into several categories. Many are going to be flavor. You're asking the player to make a choice, but either there is no 'real' effect, or it's immediate. The player doesn't necessarily know that, however, and for them the fact they're being asked to decide something gives it weight."

Ты сукин, сукин сын.