Aetheria wrote...
I've not played Alpha Protocol and sadly never finished Fallout 3, so I can't compare them to any Bioware games, but...
Isn't the most reactive game world still just an illusion of choice? No matter how many paths the designers allow you to take, your character is still radically hemmed in compared to the breadth of choice you have every single moment in real life. Given that, it seems pointless to judge a game based solely on how many choices it gives you - the real issue should be, how good is the game at presenting interesting choices, and how successfully does it maintain that illusion?
It's very far-fetched to compare even the most reactive of RPG's to real-life of all things. Well, obviously the consequences of playing a computer game are obviously not even close to that of real life, but that's hardly a basis of comparison.
When people here talk about the illusion of choice, they mean choices made in a game that lack follow-through. Which is something BioWare seems to do A LOT. You meet Connor in Redcliffe but decide to risk the demon's wrath and come back only to find Redcliffe exactly as you found it, despite Teagan hinting at the dangers of leaving town with a demon that could return at any moment. That's what people mean when they talk about the illusion of choice. Interesting choices are indeed important, but they need to have follow-through as well, or else they feel shallow. The Redcliffe quest had plenty of consequences and it would've been perfect if they did this.
Dragon Age is pretty good at this compared to most other BioWare games, actually.
Let's compare this to a game that's more reactive. I haven't played Alpha Protocol, but let's compare that to a classic - Fallout 1. Since it's a 13 year old game, I hope you don't mind if I spoil it for you.
Now, in the game you discover a group of mutants headed by a charismatic leader who plan on overtaking humanity as the dominant race. They create more of themselves by dipping humans in chemical vats - humans not exposed to radiation (rare in the setting, obviously) are the finest specimens as they produce more intelligent mutants.The mutants themselves are large, powerful, and immune to radiation (vital in the game's post-apocalyptic setting).
Their leader reasons that since humans brought nuclear death to the world, that the time of ****** sapiens is over since they are clearly flawed beings. Also, since a mutant is clearly better able to survive a harsh, post-apocalyptic environment, they are more adapted to life in the Wasteland than anyone else can be. Under his rule, mutants would enforce peace via force and sterilize or kill humans that did not wish to comply.
However, here's where it gets interesting. If you've gotten chummy with an organization called the Brotherhood of Steel (basically a monastic order of soldiers and techies who are out for themselves) and talk to their scientist, she'll reveal to you that the mutants are sterile and give you a holodisk.
If you take this information and confront the mutant leader with it, he becomes so distraught over his own failures and the evils he's done in the name of progress and utopia that he kills himself instead of fighting you.
I'm sure you can notice the difference between the first example and the second one. There are several more in Fallout.
Modifié par Dick Delaware, 11 juillet 2010 - 02:16 .