Lumikki wrote...
Okey, but how you gonna do it?
I ask, because persuation skill does not do that, it does the opposite, it allows bypass all roles and create one super positive role where players allways gets what they want, without any consequences. Meaning if there is situation with npcs, player can allways bypass (solve) that situation with persuation.
A brilliant example of how to do that is the ending in Dragon Age. I won't spoil it here for people who havn't played it, but basicly there are 4 different endings, and non of them are strictly possitive. It doesn't matter what you do, you'll have to make a desicion that has some "sad" consequences. Some of those endings can only be reached if you have a high charisma (persuasion) skill.
That is what I mean when I say that the consequences should be part of the script.
Also, the sort of completely free roleplaying that you're trying to describe is fairly impossible in a single player game. If you want the quality of voice acting and writing that is present in bioware games, then most of it will be predefined; that doesn't mean that the entire game should be one long predefined path (or 2 paths, as is the case in ME2). The best option is to allow people to choose their own combination of the many smaller predefined choices that are presented throughout the game.
For example:
A player is forced to take a position regarding the genophage. This might have 2 predefined outcomes; either the Krogan will be cured, or they will stay (almost) infertile. At another point in the game the player has to decide whether to destroy or reprogramme the heretic-Geth. Again, this might have 2 different outcomes.
The problem with the ME2 system is that these 2 seperate events are connected by the morality system; you need to either support the genophage AND the destruction of the Geth, or you need to do the opposit in both situations. You can't support the genophage while also wanting to reprogramme the Geth, because that would reward a mix of renegade and paragon points. If you could freely decide what you want in each of these situations, that would be much closer to true roleplaying. That is not the case due to the morality/persuasion system in ME2.
Basicly what I would like to see in ME3 is a system that doesn't reduce the players desicion making throughout the entire game to remembering whether you decided to be the red or the blue guy when you made your character. That is not role-playing, that's just having 2 story-lines in one package.
Modifié par redzin, 08 janvier 2011 - 05:33 .





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