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This isn't a big apocalyptic video game betrayal cutscene where a villain reveals himself and destroys a castle, instead it's a smaller deeper betrayal that instantly brought me back to being a teenager. You talk but they don't listen. Maybe you'll just stop talking to them altogether? Fine, be that way, see if I care!"
It's probably not worth the hassle for a solo indie. This is a convenient diegetic way of locking the player in-place for a cutscene, while also priming the player for an extended cutscene. Compare this to the variety of mobs in Doom and Quake maps, with terrain designed first and foremost for the NPCs. Sit and listen.
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