I would like to point out that, in-character, these events are always unpredictable. The PC never knows how the Redcliffe choice is going to turn out.Lotion Soronnar wrote...
Do you know what makes great quests and decisions less great? Predictability. Peeking at the guide and doing a second playtrough and all the mistery is gone.
What I propose is to have consequences be somewhat random (when appropriate of course).
Let me give an example:
REDCLIFFE.
You got 3 choices of which one (getting help from mages) is superior because there is no danger in it. You KNOW nothing bad will happen when you leave. Something that is a risk, a chance, ceases to be.
But what if you didn't know? Waht if - no matter how many uides you read, how many times you play - you can never be certain that everything will be OK once you get back?
That's enough unpredictablity for me.





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