Allan Schumacher wrote...
See, I I feel a game should do the exact opposite - tell us the consequences of our choices, so I can feel like I had an impact on the world. This lets actions done during the game, both big and small, grow into a true feel of affecting the world.
It just depends on what the game is trying to do. The focus shifts depending on how you play out the endings.
It reminds me a bit about Ravel and her question: "What can change the nature of a man?" You get a ton of answers to provide, but she isn't asking you as a test. She wants to know TNO's answer, simply because it's TNO's answer.
If you're going to show the consequences of one's actions in a game, I think it's better served if you're showing the consequences of the actions made throughout the game, not just (or even at all) the end.
Players have certainly stated that they like their actions to have consequences, though I find mostly as long as those consequences play out the way they expect/want. And more often than not they want them to "play out the way they want it to" (whatever that means. It's unique to every person, even if perspectives are shared). If the consequences of a choice mostly plays out in a way the player would like it to, they tend to be happy. If the consequence of said choice doesn't play out the way they want, even if it's logically consistent, it ends up becoming "what's the point?!" You see it in this very thread.
And that's where the little thing called skill comes into play. If you write it good enough, logical enough, and with just the right dose of foreshadowing, then in turn it will be accepted enough. The ending slides of most Fallouts were fairly good at this. Planescape: Torment schools you through the entire game, over and over again, that the point of the whole exercise is to die. Cue the ending. On the other hand, if you want to teach the player about the innate cussedness of all things, make this cussedness the point of the story. Skill, Mr. Schumacher. Good writers make you believe.
Modifié par h0neanias, 15 octobre 2012 - 12:53 .





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