The greatest example was the quest with Hawke's mother.
When I first played it - there are two events where you can either encourage or discourage your mother from getting out there and dating. I believed that because I had encouraged her - that the Kirkwall killer had grabbed her.
I believed that it was my choices - all good intentions - that led to her demise.
That's completely different. You're making the choice based on imperfect knowledge and something bad can logically happen, that's fine.
Being provided a choice that says: "Choose this choice which condemns the setting to doom" or "Choose this choice which saves everyone" is not typically an interesting choice.
I like when choices that I think are good turn out to not be good after all. By the same token, I also like when choices that seem suboptimal end up working out better than expected. As long as it logically makes sense to me, I'm okay with it.
The epilogue for Orzammar is great for this.
Who CARES about the people who would have simply reloaded. LLet them. They paid good money - they should be able to craft a craftable story.
My opinion has nothing to do with save scumming.
If my in game character is told that there's 3 choices, and one of them is clearly superior to the rest, it's not much of a choice at all. Unless the game decides to throw a curveball and have that choice somehow backfire despite it's impression of being superior, it becomes obvious.
Modifié par Allan Schumacher, 28 octobre 2012 - 06:42 .





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