Kingdoms of Amalur: Reckoning Community Q&A #23

Choice and consequence, the availability of quest shortcuts, the use of the pickpocketing skill, the attention to detail they've given to dungeons, and in-game reactions to your race are all covered in the latest community Q&A over at the Kingdoms of Amalur: Reckoning forums.
Q: What are some of the long lasting consequences that we could expect to encounter? Will some consequences lead to some NPC's not ever wanting to speak to us again? By TheHolyKnight

A: In many ways, Reckoning is a game about choice. There are the obvious examples, such as selecting your character's appearance, skills, and fighting style, but there are plenty of other opportunities for visitors to Amalur to change the world. All our notable NPCs have agendas. If you choose not to cooperate, you can expect a strong reaction. Some will hate you. Some will fight you. Some may disappear, never to be seen again.

In the guise of the Fateless One, you have the power to alter the outcome of lives around them. Many side quests feature one or numerous choices, the consequences of which vary widely. In some cases, it may just be a difference in the quest reward. In others, it could mean lies, betrayal, or even murder.

Factions are an especially great place to make a profound impact on the world. The Age of Arcana is a time of change, and many of Amalur's established orders are finding themselves overwhelmed by the transition. You will have a hand in shaping the future of these powerful institutions, for good or for ill. Everywhere you go, you will leave a trail of consequences behind you. By Andrew "Fiend" Auseon, Narrative Designer

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Q: Will people react differently to you depending on the race you choose? By Bones

A: Yes, definitely. One of the most satisfying features of any good role-playing game is getting to explore a rich world that reacts to your choices, and that includes the race you choose for your character. In fact, the race, gender, and religion are all aspects of your experience that can illicit unique responses from the people of Amalur.

Just the other day I was playing a quest that involves a character with very strong opinions about the Alfar. Halfway through the conversation he paused, remembering that I was Dokkalfar, and tried to retract his comments for fear of offending me. It was a wonderful little moment of surprise, one that once again grounded me in the role-playing experience.

We don't stop at the basics either. Your path through the game can have a powerful influence over how others view them. A good example of this is the Gardens of Ysa, a majestic but cloistered city that you visit during your journey across the Faelands. As an outsider and a mortal, the typical player will be met with suspicion by the city's Fae inhabitants. However, if you've spent a good portion of time completing Fae quests and becoming a part of that race's story, they won't be greeted as strangers.

Our goal has always been to create a living, breathing world for our fans, and even the smallest comment can make the fantasy real. By Andrew "Fiend" Auseon, Narrative Designer