"crickets chirping"
EDIT: Oh c'mon! Two major posts last page and this is what I get? Ah, umm, lets try Howards Shore's Drums of Moria music, in the hope that leads to something mighty.
Modifié par frypan, 08 juin 2012 - 02:36 .
Modifié par frypan, 08 juin 2012 - 02:36 .
Modifié par KitaSaturnyne, 08 juin 2012 - 02:36 .
Modifié par drayfish, 08 juin 2012 - 02:36 .
Modifié par drayfish, 08 juin 2012 - 02:50 .
Modifié par drayfish, 08 juin 2012 - 03:01 .
frypan wrote...
It might even be possible to go down the Rachni rampage path – in that if you release them, you later get a mission that involves resettling or destroying them as they came into conflict with some colonists. This realises the potential risk involved, but allows a character to ultimately reaffirm their paragon choice by pushing on with the peaceful resolution, or to decide that they were wrong and engage in a final extermination that at least is now based on immediate evidence.
The only issue here is that initial renegades who killed the queen miss out. There is no way to create a Rachni problem for the renegades to solve if they already resolved it. Maybe someone else has an idea here. All I can think is that another dilemma, maybe on Feros or Therum, gives them a longer consequence based mission, just as renegade types tend to get more crime based missions in games. I can only add here that care must be taken, as managing such things could spiral out of control and be hard for a game developer to manage within budget.
Modifié par edisnooM, 08 juin 2012 - 03:13 .
delta_vee wrote...
@edisnooM
IIRC the neutral points you racked up in ME3 (which were few, given how few neutral responses there were) showed up on the rep bar as green. In light of the Ten Minutes, take that for what you will.
Also, I hereby propose capital punishment for use of the pseudo-word "synergy".
Modifié par delta_vee, 08 juin 2012 - 03:16 .
edisnooM wrote...
@delta_vee
Gaaawhaa.....?
You mean they actually had neutral points in ME3? Wow, I had no idea. Did they display differently when you got them from conversations? Like +4 Neutral or something?
Also I can't really remember any neutral conversation choices off the top of my head, I know they had some but none stick out.
Edit:
@frypan
Yeah I'm not really sure how the implementation would work, maybe the interupts would be different depending on if you had more Paragon or Renegade. Though that would be an awful lot of work to implement. Maybe interupts wouldn't really work with Neutral, maybe more just conversation options.
One idea I had with Rannoch is maybe get both sides to back off, Legion holds off the code upgrade, and the fleet stands down. But it would probably take someone far smarter than I to figure it all out.
Modifié par drayfish, 08 juin 2012 - 03:23 .
edisnooM wrote...
@Fapmaster5000
Great, sounds like you've got a good handle on this PR mumbo jumbo. :-)
Maybe you can work some crowdsourcing in there.
That is a nightmare, Fapmaster5000. That's like 'non-operative personel' in wartime. God. Aren't sematics beautiful?Fapmaster5000 wrote...
Yeah, I have to use that crap at work. Worst one I've ever said (my soul hurt after this) was definately referring to letting an employee go as "promoting to customer".
Modifié par Fapmaster5000, 08 juin 2012 - 03:29 .
Yeah, I might be inclined to agree that DXHR's convos weren't necessarily the best executed. Still, I remember the one with Haas as a nice surprise, difficulty-wise, and I actually liked the final one with Darrow (reloaded a couple times to get that one right). Plus, there was the CASIE mod, which gamified the dialogue choices a bit too much at times.While I really liked the idea of the conversations in DX:HR, I wasn't a huge fan of the execution. I found them either too easy, or too unpredictable. The conversations with Taggart and Darrow towards the end both had antagonist responses that felt out of place. Conversely, the conversations at the beginning were rather easy, with most throughlines leading to victory (if I remember correctly). In this sense, the ME mechanic works a little better for me. Build a reputation for being a paragon, unlock the ability to charm. Conversation wasn't the game mechanic the way DX:HR's was, but the pay off for previous choices. The biggest failure was in how strongly it was weighted in ME2, basically negating the Mal Reynolds of the world.
I have a shameful, horrible secret: I...I never played P:T. I have it on my hard drive, bought from GOG, ready to go. It's just, well...er...the interface. And the screen res. It's clunky. I'm having a hard, hard time making myself actually play it.I have less of a problem with morality “systems” per se and more of a problem with their mechanical implementation. Morality is one of the few aspects of games where I believe that the less information given to the player, the better. Planescape:Torment, as mentioned earlier, did this perfectly. [...] Even more importantly, I think, the game never told you ahead of time whether what you were doing or saying was going to give you an alignment hit or not; you only found out after the fact. This avoided the granulairty inherent in a system like Paragon and Renegade bars, and meant that if you were consciously shooting for a certain alignment, you had to consciously moderate your behavior to, well, align with it, and you had to do that all the time. [...]
The other important aspect is that your alignment did not restrict actions. Any morality-changing response in any conversation was open to you (invisibly) whenever you had the conversation, regardless of your moral stance in previous conversations. Persuasion was based on your CHA score, not your morality. Instead, morality impacted items you could use (and thus, your power level) and the way other characters felt about you.
I think, instead of a chance to affirm or deny (which, I'll point out, is pretty much exactly what we got with the rachni mission in ME3), it's better to have an extra scenario (the one Fapmaster5000 laid out sounds excellent) or, if resources are too strained to create such a separate narrative branch (or at least diversion), then have it change the shape of another mission (say, opening another path on Thessia instead of convincing the asari to distract the Reapers for you (I suggest this only for lack of a better place to put them)).I guess what I’m saying is that risk and predictability play a fine balancing act in the game, and the problem is that a direct negative consequence such as a Rachni rampage could be self defeating. The best way to address such consequences is to have the decision lead to the opportunity for a player to affirm or deny their decision, at least in the case of real important decisions. At the end, the player has to be satisfied rather than given a bum “you lose” result, something that does have its uses, but went out of fashion with the old adventure games probably due to its unpopularity.
My only problem with that approach is that there's a clear difference in quality between the fully-voiced "main" side-missions (which are technically optional, but why would anyone cut themselves off from content that way?) and "extra" side-missions, which are characterized by text-only objectives and mission epilogues. Depriving players of one branch set of those beefier quests seems almost as punitive.Develop (X minus Y) number of radiant/modular missions that are inserted randomly or during specific narrative arcs. These should also reflect choices the character has made, but with minimal cutscene development and dialogue, can simply be ambush scenarios at critical mission hubs, probably recycling mission assets (maps, mostly) from those missions the character did not encounter.
Modifié par edisnooM, 08 juin 2012 - 03:40 .