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Home » The Dying World Creative Director “Can’t Say” How Many Endings There Are Because Every Choice Matters
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The Dying World Creative Director “Can’t Say” How Many Endings There Are Because Every Choice Matters

News RoomBy News Room10 March 20267 Mins Read
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The Dying World Creative Director “Can’t Say” How Many Endings There Are Because Every Choice Matters

For a series like GreedFall, choice and consequence are everything. When Spiders set out to make the first game, the developer’s intention was to capture the magic of old-school RPGs, where players once felt like they were truly in control of the experience, from their character to the story. In GreedFall: The Dying World, a prequel to the first game, Spiders has taken that philosophy to the next level by having an even deeper choice system than its predecessor, to the point that not even the game’s creative director can say how many endings there are because of how much the player’s choices up to that point matter.

GameRant recently interviewed GreedFall: The Dying World creative director Jehanne Rousseau ahead of the game’s 1.0 release on March 12, 2026, around a year and a half after it began its Steam Early Access journey. Once the game finally launches, players will get to experience its story in full and see just how much their choices are taken into account, but for now, Rousseau has shed some light on what it will all look like, teasing what could be one of the more player-focused choice-and-consequence systems in recent memory.

GreedFall: The Dying World’s Endings Are So Nuanced, They’re Hard to Count

There are numerous RPGs out there that allow players to shape the outcome of a narrative through the choices they make, but many of those titles have been known to either limit any story-altering decisions to only a handful of major events or merely present players with a single crossroads in the game’s final moments. GreedFall: The Dying World, on the other hand, truly seems to want its players to feel like they are in the driver’s seat throughout the whole story, even if they don’t realize they are when the time comes to choose. When asked whether the prequel took the concept of choice and consequence even further than the first game, Rousseau gave a rather extensive breakdown of what lengths GreedFall: The Dying World goes to regarding the player’s decisions:

“Yes, a lot of them are hidden consequences. So, not something that will appear immediately as soon as you’re doing something, but something that will seem at the beginning like a small choice, and then hours later, you will encounter this character again, and they will remember what you’ve done. And for us, while designing it, the idea was really to create new ways to complete the main quest. So, a small event that seems completely unrelated to what is happening in the main story will probably bring you some new ways to solve things in the main quest a few hours later. I can’t even call them quests because there are really some moments when you can interact with people, they will call you for help or something, but you will have to make a decision there, and it will have an impact later because the characters will remember.”

The original GreedFall already took player choice seriously, particularly through its faction reputation system, companion relationships, and multiple endings. Throughout the game, players had to navigate the competing interests of several factions, and building strong relationships with them could determine whether they would support players later in the story. Choices made during faction quests, companion storylines, and key political decisions could influence alliances, change how characters reacted to the player, and ultimately change the epilogue that played out after the final confrontation. Even the ending itself wasn’t entirely isolated from the rest of the journey, as factors like faction reputation, companion loyalty, and earlier quest decisions could alter how the world responded to the player’s actions.

GreedFall: The Dying World Makes Even the Smallest Decisions Matter

GreedFall: The Dying World, however, appears to take that philosophy a step further by integrating consequences into the moment-to-moment flow of the story rather than saving them mostly for major quests or the game’s ending. Instead of reserving noticeable outcomes for major narrative decisions, the prequel ensures even the smallest interactions can mean something, with characters potentially reappearing later and changing their behavior based on the choices the player made. In some cases, those choices can even open entirely new ways to approach the main quest, turning what initially seem like small, almost incidental moments into big opportunities.

But GreedFall: The Dying World still isn’t without plenty of major choices for players to make, as it has been known for some time now that multiple companions can die in the game based on those decisions—a fact that Rousseau doubled down on during the interview. However, what’s fascinating is how she seemed to indicate that even these choices might seem small at first, only to show up later in an explosive way. As she explained:

“There are plenty of small choices that appear in the game, not only through dialogues, but really through the interactions themselves, that will change the course of the game. Some changes will be small, some of them will have a very huge impact. A lot of companions can die, for example. In the first game, there was only one companion that could really die during the game. In GreedFall: The Dying World—maybe it’s because of the name, I don’t know—we have a lot more companions that can die during the game, and it will change a lot of what will happen during the game.”

In the original GreedFall, only one of its five companions could die depending on the player’s choices during the story. In GreedFall: The Dying World, though, not only is there a larger roster of companions who can be recruited throughout the game’s narrative, but multiple characters can die by the decisions the player makes. According to Rousseau, this is one of the biggest ways the sequel’s conclusion can be affected, though she still didn’t shy away from just how much every other choice matters as well:

“Well, without giving a spoiling too much of the story, the simple fact that a lot of companions can die during the story will obviously have a huge impact on the ending. Some choices that you will make nearly in the end will have an impact, obviously, on the different endings, but they’re not the only things we’re taking into account. There are plenty of things that you need to have done before, and if you made ‘this’ choice, it will bring you to another path. It’s a mix of different things. We’re really trying to take into account all the choices made before. And then, also your companions, who your friends are, who your foes are, leads to a specific ending. But I can’t say how many endings there are, because there are some big scenes that are part of the ending that really rely on your choices before, and then we always have, like many RPGs, this summarization of all the choices you’ve made and their actual impact on the world after the ending of the game.”

Rousseau’s comments make it sound like GreedFall: The Dying World isn’t really built around a neat, countable set of endings at all. Instead, the finale seems to be the result of a long chain of choices that accumulate over the entire course of the game. Companion survival, faction relationships, and decisions made hours earlier can all shape how the final moments unfold, meaning two players could reach the same general point in the story but see very different outcomes depending on the path they took to get there. In that way, GreedFall: The Dying World‘s ending is more of a culmination of everything the player has done along the way rather than a branching choice they make at the finish line.

GreedFall: The Dying World may not be the first game to feature a choice-and-consequence system like that, but it still shows Spiders’ efforts to make sure its beloved RPG IP stays true to its reactive roots. At the very least, it improves and builds upon what its predecessor started by encouraging players to think even more carefully about the decisions they make even in the smallest interactions. It will certainly be interesting to see how each player’s choices uniquely affect their outcome once they begin sharing them with the world after GreedFall: The Dying World launches on March 12, 2026.



Released

March 12, 2026

Engine

Silk Engine

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