Dave of Canada wrote...
Myself I'd remove them, I love to have these tough decisions that people would argue for days on the forums about what one is the right and wrong choice. You wouldn't be able to walk away into the sunset with a smile on your face.
Thoughts?
There are certain situations when it's nice to not have a cut and dry "good" solution - like Bhelen vs. Harrowmont. However, you don't want to overdo it otherwise you have a pretty depressing game where no matter what you do everything goes to crap.
I think choices like the how to handle Connor situation are good with the additional choices because they display a progression of choices. You can take the short, easy path and kill Connor. You can take the slightly more difficult path by sacrificing Isolde and killing the demon. Or you can go the distance and save the mages to get their help to save Connor.
Not every choice is soup or salad. There are some choices that are TV dinner, make a sandwich or make a full meal, if you follow me. If you eliminate that third option in a lot of situations you eliminate reasonable alternatives and then the game actually loses realism.
And let's face it, no matter how far RPG games advance and how good story telling gets, in video games there will always be your input into it and it will reflect a certain amount of meta-gaming because you have to decide on the kind of character you want to play because the game isn't capable of doing it. So instinctively you have to decide if you want to play the devout to the Chantry female city elf rogue who decides that experimenting with Leliana isn't a bad idea or the exiled male dwarf noble who spits on all things Chantry related - the churches the mages, all of it. The same goes for other games - Heavy Rain is a good example. When playing, I had to consciously decide if as Ethan I would do whatever it took no matter the cost to try to rescue my son, or if there were limits to what I would do even if it cost my boy my life.
Having the options is good because it opens a wider variety to the players. The meta-gaming is a natural part of it. With the Connor decision, you may decide that going to get the mages is the best. Or you (the player) may make a meta-gaming decision that there's no way you could reasonably get to the tower and back before Connor gets at it again so you decide to sacrifice Isolde. The more choices the better. Let the player fill in the personality and characteristics that that game can't track well outside the Fourth Wall.
Interesting topic to broach, Dave, if I may say so.
Modifié par SteveGarbage, 07 octobre 2010 - 03:15 .