Interesting, because as someone who plays that way I feel that the Rivalry/Friendship points/meter completely undermine that. I feel like the game is constantly judging me and giving me a pass/fail on every decision, rather than things unfolding organically. You removed a morality system, and it worked wonders, but you keep this friendship meter silliness that has all the same problems, if not more.David Gaider wrote...
Filament wrote...
I know you talk about how people saw rivalry as a penalty and how that was a great misconception about the system, but I don't know if that's really the case (it being a misconception). It can be both an alternate path and a penalty, depending on which path you're trying to achieve. Most people are probably going to go for friendship generally, so getting rivalry points would be a loss for them.
I suspect there's two ways that people play.
For some, they try to imagine where they want the character to end up (ie. "I want Anders at full Friendship") and then try to game all their responses to achieve that end. For others, they pick the responses that are most appropriate to the situation or their character and deal with the consequences as they unfold.
We write with the second playstyle in mind, and that sometimes butts up against the first. Getting a few Rivalry points with Anders is only a problem if you absolutely cannot stand the idea of "falling behind" where you want Anders to end up-- despite the fact that there's plenty of opportunities to do so.
It's possible there's others who just thought "rivalry = bad"... as in "this character doesn't like me, so it must be a bad thing". Complicated by the fact that this was how Origins did it. I mentioned this before, but I don't know how true it is. Just an observation of some responses I've seen.
Regardless, the level of panic some players exhibit at the prospect of getting some unwanted Rivalry points with a character is certainly interesting.
Modifié par JakePT, 01 mai 2012 - 09:10 .




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