I think that you should be given to option to refuse joining the Wardens...
#26
Posté 30 novembre 2009 - 05:46
#27
Posté 30 novembre 2009 - 05:48
#28
Posté 30 novembre 2009 - 05:49
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Why can't I refuse the Joining and battle Duncan in a last stand?
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Why can't I refuse the Joining and battle Duncan in a last stand and win?
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Why can't I refuse the Joining and battle Duncan in a last stand and win and play the rest of the game?
Modifié par The Angry One, 30 novembre 2009 - 05:51 .
#29
Posté 30 novembre 2009 - 05:49
#30
Posté 30 novembre 2009 - 05:50
ReubenLiew wrote...
And how you've peaked my royal intrest. What IS this non-standard game-over in Fallout 3? I've never heard mention of it.
Alright since you asked.
When Colonel Autumn has you in a cage and interrogates you for the code, just give it to him. He has the purifier turned on and then shoots you dead.
You know just in case you thought the guy had any depth to him at all lols.
Modifié par The Angry One, 30 novembre 2009 - 05:51 .
#31
Posté 30 novembre 2009 - 05:52
This isn't a sandbox game. If you want to play a sandbox game, go play one.
Modifié par Taritu, 30 novembre 2009 - 05:53 .
#32
Posté 30 novembre 2009 - 05:56
Cauthrian would be the romance. Howe would be the group rogue. Uldred the mage.
#33
Posté 30 novembre 2009 - 05:57
#34
Posté 30 novembre 2009 - 06:29
#35
Posté 30 novembre 2009 - 06:29
The OP stated that story-breaking options should be allowed in that they will kill the player character or otherwise end his/her journey. This is not about sandbox playing. This is about corralling the story a little differently.
In the case of the Joining, I would have the scene end with Alistair saying something silly but still sad. I wouldn't have just "Your Journey Has Ended". I would have each story-breaking option have a cut-scene to end the story there... maybe even be so cruel as to have a small set of branches that all end the story if you break off the primary story... or worse yet: Allow the player to continue, but die/end later because of that story-breaking choice. Ooh!
If the devs live on the bitter tears of the fans, they would dine well with that last one.
#36
Posté 30 novembre 2009 - 06:33
There are plenty of dead-end choices in CYOA stories. You just flip back to the last page and go on from there with the a different option (and in the case of two books I've read way back before most of you were born, many pages back due to a branch that always ended up dead).tkaz85 wrote...
Having choices is only good if all choices are equally meaningful. Choices that result in a "Game Over" screen are rarely if ever meaningful, because all they do is force the player to reload his/her last save and make the "right" choice. I would rather not be able to make that choice and spare myself the extra loading time.
I think it adds meaning if you see why the alternate choice is a bad one rather than not getting the choice at all.
#37
Posté 30 novembre 2009 - 06:33
Because if nothing else the final battle of the game requires you to be a Grey Warden in order to defeat the main enemy?The Angry One wrote...
Why can't I refuse the Joining and battle Duncan in a last stand and win and play the rest of the game?
Not to mention you're not going to get any support based on ancient treaties with Grey Wardens when you also aren't one, so that cuts out 3/4th of the content right there...
#38
Posté 30 novembre 2009 - 06:37
"You are a Grey Warden"
#39
Posté 30 novembre 2009 - 06:42
Ahem.ReggarBlane wrote...
For those that didn't bother to read:
The OP stated that story-breaking options should be allowed in that they will kill the player character or otherwise end his/her journey. This is not about sandbox playing. This is about corralling the story a little differently.
ReggarBlane wrote...
I think it adds meaning if you see why the alternate choice is a bad one rather than not getting the choice at all.
Modifié par ReggarBlane, 30 novembre 2009 - 06:43 .
#40
Posté 30 novembre 2009 - 06:46
Perhaps this is supposed to give the player the feeling of being stuck with an overwhelming situation, even more so after the battle at Ostagar. That's how the dark plot of the story unfolds.
You sound a bit like someone, who would complain about Peter Parker not having had a choice of being bitten by the spider becoming Spider-Man. Well, without this incident the whole story wouldn't make sense, would it?
Modifié par Zenon, 30 novembre 2009 - 06:50 .
#41
Posté 30 novembre 2009 - 06:49
I think it takes away meaning if the alternative choices are traps. Choices only have meaning when they're all viable.ReggarBlane wrote...
Ahem.ReggarBlane wrote...
For those that didn't bother to read:
The OP stated that story-breaking options should be allowed in that they will kill the player character or otherwise end his/her journey. This is not about sandbox playing. This is about corralling the story a little differently.ReggarBlane wrote...
I think it adds meaning if you see why the alternate choice is a bad one rather than not getting the choice at all.
#42
Posté 30 novembre 2009 - 06:53
#43
Posté 30 novembre 2009 - 06:54
If you live in a world where all choices are viable, then you live in a blessed state of being. There are many dead-end choices in life. Knowing why they're dead ends is part of it all (and yet, some still fall for them).Taleroth wrote...
I think it takes away meaning if the alternative choices are traps. Choices only have meaning when they're all viable.ReggarBlane wrote...
I think it adds meaning if you see why the alternate choice is a bad one rather than not getting the choice at all.
#44
Posté 30 novembre 2009 - 06:57
You can spout rhetoric about realism all you want. But it's meaningful choice we're discussing, not realistic choice. In reality, you don't have a reload option. This changes the nature of choices rather drastically.ReggarBlane wrote...
If you live in a world where all choices are viable, then you live in a blessed state of being. There are many dead-end choices in life. Knowing why they're dead ends is part of it all (and yet, some still fall for them).Taleroth wrote...
I think it takes away meaning if the alternative choices are traps. Choices only have meaning when they're all viable.ReggarBlane wrote...
I think it adds meaning if you see why the alternate choice is a bad one rather than not getting the choice at all.
#45
Posté 30 novembre 2009 - 07:15
You can spout rhetoric about the lack of realism all you want. Have you seen the flood of questions on the forums why they can't make other choices in those situations?Taleroth wrote...
You can spout rhetoric about realism all you want. But it's meaningful choice we're discussing, not realistic choice. In reality, you don't have a reload option. This changes the nature of choices rather drastically.ReggarBlane wrote...
If you live in a world where all choices are viable, then you live in a blessed state of being. There are many dead-end choices in life. Knowing why they're dead ends is part of it all (and yet, some still fall for them).Taleroth wrote...
I think it takes away meaning if the alternative choices are traps. Choices only have meaning when they're all viable.ReggarBlane wrote...
I think it adds meaning if you see why the alternate choice is a bad one rather than not getting the choice at all.
Some people would prefer the option to have it explained why they can't do certain things. The rest have the choice to simply not choose them. If those people feel so inticed to try to break out of the game, then they get what they deserve... especially in a game where the story is supposed to center around consequences.
It's the same story, but with further explanation why certain major turns must flow a certain way. If you feel that explanations take away from the meaning of things, then there is no common ground to discuss this further.
#46
Posté 30 novembre 2009 - 07:23
I don't get it why you want a choice, which basically instantly leads to "Your journey ends here." screen with a reload option. For that answer you should in fact get the uninstall dialogue screen.
#47
Posté 30 novembre 2009 - 07:27
Sounds to me like you to like people to have no choices if you don't understand them. For one, it's not a simple "journey end goodbye". It's an explanation why the journey ends as a consequence. For two, why is it important to deny others of such a feature?Zenon wrote...
I don't get it why you want a choice, which basically instantly leads to "Your journey ends here." screen with a reload option. For that answer you should in fact get the uninstall dialogue screen.
Modifié par ReggarBlane, 30 novembre 2009 - 07:27 .
#48
Posté 30 novembre 2009 - 07:28
ReggarBlane wrote...
You can spout rhetoric about the lack of realism all you want. Have you seen the flood of questions on the forums why they can't make other choices in those situations?Taleroth wrote...
You can spout rhetoric about realism all you want. But it's meaningful choice we're discussing, not realistic choice. In reality, you don't have a reload option. This changes the nature of choices rather drastically.ReggarBlane wrote...
If you live in a world where all choices are viable, then you live in a blessed state of being. There are many dead-end choices in life. Knowing why they're dead ends is part of it all (and yet, some still fall for them).Taleroth wrote...
I think it takes away meaning if the alternative choices are traps. Choices only have meaning when they're all viable.ReggarBlane wrote...
I think it adds meaning if you see why the alternate choice is a bad one rather than not getting the choice at all.
Some people would prefer the option to have it explained why they can't do certain things. The rest have the choice to simply not choose them. If those people feel so inticed to try to break out of the game, then they get what they deserve... especially in a game where the story is supposed to center around consequences.
It's the same story, but with further explanation why certain major turns must flow a certain way. If you feel that explanations take away from the meaning of things, then there is no common ground to discuss this further.
It can't be that difficult to understand the moment you are being handed the chalice with the blood, that there is no other choice but drinking it. Asking for an extra choice after all explanations given in dialogue, codex, cut-scenes (other recruit getting killed for resisting the ritual) seems quite retarded and stubborn to me. Gosh, I wonder why I care writing so much about this. Stop asking for ridiculous choices. Drives me crazy.
#49
Posté 30 novembre 2009 - 07:30
The story of this game does not center around consequences. It's largely devoid of consequence.ReggarBlane wrote...
especially in a game where the story is supposed to center around consequences.
Except you're not asking for an explanation. You're asking for a dead end scenario you wish to believe explains something. The scenario is not inherently a dead end, except that you feel it should be.It's the same story, but with further explanation why certain major turns must flow a certain way. If you feel that explanations take away from the meaning of things, then there is no common ground to discuss this further.
Game development should not account for all potential scenarios. And just because you suspect it would lead to a dead end is not an "explanation" of alternative choices. There's a distinct lack of imagination here, both in thinking people need this "explanation" and thinking this so-called explanation is the only potential outcome.
Modifié par Taleroth, 30 novembre 2009 - 07:34 .
#50
Posté 30 novembre 2009 - 07:45
ReggarBlane wrote...
Sounds to me like you to like people to have no choices if you don't understand them. For one, it's not a simple "journey end goodbye". It's an explanation why the journey ends as a consequence. For two, why is it important to deny others of such a feature?Zenon wrote...
I don't get it why you want a choice, which basically instantly leads to "Your journey ends here." screen with a reload option. For that answer you should in fact get the uninstall dialogue screen.
Ok, the OP actually asks for the player char to be able to make his/her choice before even departing to Ostagar. At this point it may make a little more sense than after arriving in Ostagar. Point taken.
But then let's see where this will lead. I don't think Duncan would attack and kill a promising recruit. Actually I understood the right of conscription to be especially used to ask superiors for their underlings. Anyway, here goes:
City Elf: Will go to jail and most likely be executed soon. (Dunno what happens if you accept the gold-offer, but most likely the outcome will be similar.)
Dalish Elf: Will die from poison soon.
Dwarf commoner: Will probably be imprisoned again.
Dwarf noble: Will die fighting Darkspawn sooner or later in the Deep Roads.
Human noble: Will quite likely die either by his home surrounding enemies or die in a most likely futile attempt going for vengeance directly without allies.
Mage: Will stay imprisoned in the tower, possibly be punished. Most likely becomes victim to the plot in the mage tower later. This might be a possible side-line plot or extension of the origin before joining the Grey Wardens, but IMHO there is not much gained this way.
All except the Human noble basically have no chance to escape or survive the origin without Duncan. Most likely anyone surviving for a while longer will be swallowed up by the darkspawn.
The outcomes of refusing to join the Grey Wardens are in most cases so obvious, that denying it makes little sense. In most cases the char can't even just walk away. Learn to accept your fate, it makes life less painful.





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