Dave Exclamation Mark Yognaut wrote...
Meris wrote...
Ostagar2011 wrote...
If you plan for everyone to experience all content (or all content plus minus one meaningless line of dialog) then you have to do illusory choice.
While its true that developers seem to hate the idea of not letting everything laid out for the player, it does seem like that writer from Mass Effect was attempting some sort of populist excuse not to do branching storylines.
I can sort of see why this is an element of their design philosophy from a purely abstract perspective - after all, they have extensive data that show that most people who finish their games play through their games once. On the other hand, I don't feel that is a case for a lack of branching content any more than I feel that the tendency of people not to re-read books is a reason for authors to avoid writing books that reward multiple readings.
Part of me believes that BioWare is unwilling to pool resources in branching narratives because they are already, as they themselves have said, very strained by their 'cinematic focus'.
One might say that as far as a Narrative focus on roleplaying goes, branching narratives are the maximum level of consequence you can tie to choices. If you jump to the conclusion that someone will only appreciate that sort of choice/consequence if they replay the game, then you may think that's not a good investment.





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