Skyrim has about the same level of reactivity as Dragon Age 2 in terms of big picture narrative. Of course, the scope and scale in gameworlds is massively different so putting aside the (significant) difference in development time, Skyrim's efforts are more impressive.
Still, I like the "consequences and reactivity are at the heart of good roleplaying" mindset. Personally I feel that systems of abstraction for representation of characters (a good character system) is necessary too and other elements as well, but consequences and reactivity is what you want to get in an RPG as a rule (there are exceptions).
But I honestly am miffed at why developers don't look at aiming for mechanical, gameplay or character system based reactivity and consequences. Bethesda and BioWare in particular seem to aim for big world changing story branching, which often feels contrived since you can't make a game with half a dozen Roche/Iorveth choices and flesh out the consequences to the same degree that TW 2 did.
Mass Effect is a good example. Sure you make choices, but what are the consequences, really? Okay... I'll rephrase. What are the consequences for choices that
don't concern the party exclusively? Not many, most of the noticeable reactivity is what happens within the party.
If the game is designed well, you can tie those mechanics into story plots quite easily without doing an exponential amount of work for each discrete story branch - Fallout: New Vegas does an admirable job with it's reputation and faction systems. Remember, that game was made in less than 18 months. Dozens of endings, despite only have two real discrete story paths (Legion v Rest). It just changed a lot of the details for the other ones, with game mechanics playing a major role in determining how that story is presented to the player.
If not, you can tie it to level design and exploration, which is something Deus Ex is most well known for. The majority of the game's non-linearity is not tied to the plot, but to the freedom JC is given to accomplish objectives with differing small scale consequences based on what you do, since it encouraged a plethora of ways to approach objectives that spoke to different character builds and kinds of players. The story doesn't really branch until the end but small details do change over time. That, combined with the massive amount of freedom and C&C within each level, is what people praise as it's non linearity.
All that said, Skyrim actually does have a bit of this for smaller things, so I can't really be critical there. It does a good job at small scale reactivity and smaller quests. Like sending Thugs/Assassins after you if you rob certain people. Or the Thalmor being given Attack on Sight orders instead of the default Arrogance on Sight orders because I love slaughtering their patrols. Or how it seems everyone in Markrath heard about how I was in Cidhe Mine and said something nice to comfort me. That's impressive.
Where it fails is applying those concepts to the bigger plot points. One particular issue would've been how they could use the Bounty/Crime System to enforce some real consequences for joining a Faction for the Civil War, requiring disguises, Speech checks (bribes/persuade) or stealth to get into enemy strongholds (doesn't make sense that a renowned Legate can stroll into Windhelm). But that could've really screwed over the accessibility factor since many people don't really want consequences for their actions if there's a negative component to it.
I couldn't imagine the amount of ****ing there'd be if Skyrim would permanently brand your character an extremely wanted criminal in enemy holds (and removing fast travel to the cities) once you started the Civil War questline.
Modifié par mrcrusty, 24 décembre 2011 - 03:58 .