Unless Bioware says the decisions will put Alpha Protocol to bed, *yawn*
#1
Posté 09 juillet 2010 - 10:47
Redcliffe in Origins showed this brief inkling like Bioware might be waking up to the idea of making the world react to the player's choices: you can leave Redcliffe to its fate and come back later after the villagers have been slaughtered, but this is understandably sub-optimum. Dealing with the blacksmith also shows promise, even if at its heart it's still just a second way to accomplish the militia's quest.
Unfortunately all the potential is squandered when you get the "do we sacrifice Isolde to go in now, risk a lengthy trip to the Circle, or kill Connor?" choice and find out that the trip to the Circle has no hazards for Redcliffe at all. Even dealing with the Desire demon is just a good/evil resolution method with the potential to use Coercion to its fullest benefit.
Choices, choices everywhere and not a single decision to be made.
#2
Posté 09 juillet 2010 - 10:49
#3
Posté 09 juillet 2010 - 10:50
Frankly, I don't think that will ever be topped.
#4
Posté 09 juillet 2010 - 10:50
#5
Posté 09 juillet 2010 - 10:52
#6
Posté 09 juillet 2010 - 11:03
Always a pleasure.JasonPogo wrote...
Haha wow this threat wins for bringing up Alpha Protocal. I LOVE that game.
As for AP's choices: oh, they can certainly be topped. It would just take another game where one of the design goals was to allow the world to react to the player's choices. A game with a story spanning ten years certainly has room for some crazy reactivity, so my fingers are crossed there at least.
#7
Posté 09 juillet 2010 - 11:05
#8
Posté 09 juillet 2010 - 11:06
Grand_Commander13 wrote...
Always a pleasure.JasonPogo wrote...
Haha wow this threat wins for bringing up Alpha Protocal. I LOVE that game.
As for AP's choices: oh, they can certainly be topped. It would just take another game where one of the design goals was to allow the world to react to the player's choices. A game with a story spanning ten years certainly has room for some crazy reactivity, so my fingers are crossed there at least.
I have a feeling it will go the Fable rout. So say at some point you side with group A rather than group B. You will come back years later and the town will be a Utopia. However if you had sided with group B it would be a slum. That seems like the kind of stuff that will get put into a 10 year game span.
#9
Posté 09 juillet 2010 - 11:08
#10
Posté 09 juillet 2010 - 11:11
#11
Posté 09 juillet 2010 - 11:12
#12
Posté 09 juillet 2010 - 11:14
Welcome to BioWare games.Grand_Commander13 wrote...
Choices, choices everywhere and not a single decision to be made.
#13
Posté 09 juillet 2010 - 11:14
And, of course, it is that thought that worries me.JasonPogo wrote...
I have a feeling it will go the Fable rout. So say at some point you side with group A rather than group B. You will come back years later and the town will be a Utopia. However if you had sided with group B it would be a slum. That seems like the kind of stuff that will get put into a 10 year game span.
#14
Posté 09 juillet 2010 - 11:17
It would be great if Dragon Age uses some of the concepts about decision making from that game. The Redcliffe decision regarding Connor (to go to the tower or not) seemed to be a cop out. Especially if you hadn't completed the Broken Circle...I mean how long were we gone?
This game does seem to sound like Fable but its early days and information is limited.
#15
Posté 09 juillet 2010 - 11:21
#16
Posté 09 juillet 2010 - 11:24
virumor wrote...
Welcome to BioWare games.Grand_Commander13 wrote...
Choices, choices everywhere and not a single decision to be made.
Not just BioWare games, but every other RPG out there. Every RPG ever made, even the old-fashioned greats like BG and Fallout, is built around the illusion of choice cast over tight plot rails. Except for maybe Alpha Protocol, or arguably even KOTOR 2. Which, like most of Obsidian's games, had wonderful ideas...and ridiculously patchy implementation. I'm having a hard time deciding whether I prefer a more innovative game with obvious design flaws (and lots of 'em) or a less innovative and polished one like DA:O. Polish and clean game design are critical to enjoying a game.
Basically, I'm just holding out for BioWare and Obsidian to collaborate on a project, kinda like BioWare and Black Isle back in the Infinity Engine days. That would be a game to end all games, a singularity of RPG AWESOME.
#17
Posté 09 juillet 2010 - 11:24
Compare to DA:O, where Bann What's-his-Name doesn't care if his wife or son kicked the bucket due to the Warden and helps you regardless.
#18
Posté 09 juillet 2010 - 11:25
#19
Posté 09 juillet 2010 - 11:25
There are some others - Fallout, Arcanum, VTM:B... Daggerfall.Sable Rhapsody wrote...
virumor wrote...
Welcome to BioWare games.Grand_Commander13
wrote...
Choices, choices everywhere and not a single decision
to be made.
Not just BioWare games, but every other RPG out there.
Modifié par virumor, 09 juillet 2010 - 11:26 .
#20
Posté 09 juillet 2010 - 11:26
#21
Posté 09 juillet 2010 - 11:29
#22
Posté 09 juillet 2010 - 11:29
Sable Rhapsody wrote...
virumor wrote...
Welcome to BioWare games.Grand_Commander13 wrote...
Choices, choices everywhere and not a single decision to be made.
Not just BioWare games, but every other RPG out there. Every RPG ever made, even the old-fashioned greats like BG and Fallout, is built around the illusion of choice cast over tight plot rails. Except for maybe Alpha Protocol, or arguably even KOTOR 2. Which, like most of Obsidian's games, had wonderful ideas...and ridiculously patchy implementation. I'm having a hard time deciding whether I prefer a more innovative game with obvious design flaws (and lots of 'em) or a less innovative and polished one like DA:O. Polish and clean game design are critical to enjoying a game.
Basically, I'm just holding out for BioWare and Obsidian to collaborate on a project, kinda like BioWare and Black Isle back in the Infinity Engine days. That would be a game to end all games, a singularity of RPG AWESOME.
Well, throw Bethesda into the Bioware/Obsidian mix. Then we'd have a cohesive story with fleshed out characters, choices that are more then mere illusions to covers the plot tracks, and a free sandbox world to explore. That day is likely the end of the world
#23
Posté 09 juillet 2010 - 11:31
Heavenblade wrote...
Alpha Protocol was amazing in that nearly every single decision you made had some kind of impact somewhere other than a few dialogue blurbs. It blew me away. Even the order I did things had an impact on future missions.
Yes, almost every choice was recorded and it had some effect but in the end, those choices didn't mean much (except for roleplaying purposes). In my recent run, I only bought granades and ammo (hard / veteran difficulty) and chose the "el bastardo" route and it certainly didn't make game any harder... or much different then my previous runs. Obsidian designed game so that there's no wrong choices. Personally I dislike that kind of design philosophy. There need to be wrong choices and choices must have some kind of meaningful effect in the game world. Otherwise it's better to save some development time and just give the illusion of the choice.
#24
Posté 09 juillet 2010 - 11:32
#25
Posté 09 juillet 2010 - 11:33
I think BW is too afraid that the player might get frustrated if they don't make the "good" option really obvious or think the player might feel "cheated" if the seamingly good option leads to not so good results.
The whole Redcliff / Connor thing was kind of symptomatic of that. It really felt like a big cop-out.





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