Teen game developers decided to give the player agency in their interaction with the NPC's. They can choose to not help the lumberjack, the wizard, and even choose to forget their brother and friends, instead choosing to flee the dragon. We also incorporated the opportunity to help others at the cost to the player. By stopping, and helping both the lumberjack and the wizard, the player sacrifices their time, and the dragon is quickly approaching. The art style the dev team choose was more of a cutesy aesthetic. It allows the player to be given a sense of empathy that can be lost with realistic characters and models.