It is important for a player to feel invested in the outcome of a game. Whether they identify with a … More
These choices [within the game] do not have any massive consequences, but they do change how Aloy is perceived by the player and they give the player a degree of control over the situation. The developers could have simply let the quest end with a cutscene without dialogue options, but instead, they added a degree of choice.
Cutscenes in HZD are often broken up with dialogue options, giving the game a much more intimate and personal feel.
So why wasn’t that at the end of the game?