tariq071 wrote...
Dark83 wrote...
tariq071 wrote...
This is suposed to be RPG not FPS , so your actions should heavily affect game outcomes.
You must have hated FO3 and Oblivion, then. 
How can you even possibly compare that to DA 2??? Your heavy choices here? None..all artificial
I didn't compare them, I just commented on the "actions should heavily affect game outcomes".
FO3 your outcome is basically supporting "scientists" on a project that lacks any scientific credibility whatsoever. Random exploration is fun, but we don't really have much of an affect on the game outcome. (I played the **** out of Vanilla, so I don't know about the expansions. I literally did 100% of everything possible in the original FO3, and was an active contributor to the wikia.) No, not even blowing up Megaton really does anything. They don't really care, which was kind of dissappointing.
tariq071 wrote...
I am talking about ES and FO series in general not just FO3( preferd FO:LV from new ones anyways) and Oblivion.
FNV was better primarily because it was no longer Bethesda doing the writing. Bethesda's writing has steadily declined even as the quality of their sandbox (and the random lore scattered throughout) improved.
I'm not saying DA2 is better. I'm saying FO3 and Oblivion aren't exactly where you'd go for consequences to your actions. Beyond dead NPCs, I guess. Oblivion doesn't really give any consequences that affect the game outcome if you look at the story. It we're actually responsible good guys and do what the main story keeps pushing us to do, you'll see it's rather linear. The game consists of many isolated quest lines written by different people (the Dark Brotherhood guy being outstanding), resulting in - a lack of consistant consequences. They seem to have done the same thing in FO3, which is why the Megaton quest writer makes things go BOOM but nobody else (written by other people) care or notice.
Morrowind had a lot better writing and intricacy in terms of what you can do. I recall Fighter's Guild questlines impacting the Thieves' Guild line, such that you had multiple outcomes depending on what you did at what point. Hm, Alpha Protocol was pretty good in having your actions add up and have an effect, too.
The thing is, "sandbox" and actions having consequences that are major enough to affect game outcome are rathe rmutually exclusive. Sandbox games (Bethesda's games) tend to have one main quest line and a horde of other things to do. You can't really account for all 200 other things you can do in how the game ends up, that's difficult. Look at Morrowind - as free as that was, and with far more leeway and freedom in the main quest, it was possible to "break the thread of prophacy" and just render the game unwinable. They dumbed down the interface for consoles, but they apparently thought console gamers coudln't handle intricate writing either. ...or directions without a GPS.

Edit: What the heck is %100? <_<
Modifié par Dark83, 06 avril 2011 - 06:48 .