AlanC9 wrote...
Any0day wrote...
I like people who tell me how I should play my RPG -- go you!
Anyway, just like to say that I'm 23 - not some ''old grumpy fart'' and I like deep stories and multiple-ending games far far far better than the cinamatic black ops ones.
Oh, I get it now. You're the one expecting developers to expend infinite resources, not Roxlimn.
Yeah, that's probably not what you're saying. But then what are you saying?
If your interpretation of my sentence is I'm expecting developers to ''expend infinite resources,'' then you either A) Have never played a complex RPG with multiple endings (I recommend Arcanum - something like 15 different endings with 3 major "good, bad or neutral" ones.) or

you are really deluded on what it actually takes to create multiple endings.
From a writer's standpoint - yes - it can be complex, or rather it can appear to be complex; in reality it is somewhat easy.
Let's say for example I give the player the option to kill off a powerful npc in game number 1, and in game number 2 I've made this npc a warlord. Well crap, how do I get out of that little problem? Easy - you replace the NPC. So those of the players that killed that npc will know that the npc who has died is GONE, and those that didn't - will be happily seeing the npc in the coming game. As you can see, no major details were changed -- no ''infinite resources'' needed, a simple swap maintained the illusion of deep complexity. By the way, that example remind you of anyone? Yes - it's Wrex from Mass Effect.
Another method of multiple endings (or persistent changes) is to have them mathematically procedurally generated based on smaller options throughout the story thrown into an equation at the end game. Anyone get the example here? Yes - all the death sequences at the end of Mass Effect 2.
I actually find your argument rather amusing when Bioware themselves go against it by example. Providing multiple endings doesn't require a mass amount of resources, it simply requires a bit of ingenuity on part of the developers to maintain the ''illusion of choice.''
Modifié par Any0day, 18 avril 2011 - 07:29 .