ghostmessiah202 wrote...
I'm sorry but this idea is just like Bioware making Mommy Hawke's death be optional. When they tested it they found many players just reloaded a save to get the 'better' ending. Thats what would happen if bioware did what your suggesting in DA3. It would cost a lot of money for bioware to do this and then 80% of the players would just reload and skip the 'bad' consequences.
Plus if you do awesome in Redcliffe why should there even be a chance that the town is destroyed? that makes no sense, You just worked your butt off saving Redcliffe, now despite your efforts it is destroyed the same as if you'd done a poor job? No thank you.
Doing Action A leads to Consequence B. Determinism is the way to go.
Since players are already reloading to skip the 'bad' consequences in the current model, its hard to see how a random element is worse than a deterministic choice, except that it could cause you to reload more often if you're determined to get the 'best' outcome and there's a now a dice-roll in the way.
That, to me, sounds like a bad way to implement the concept. That doesn't mean that the concept itself is flawed.
If the intention is to always allow that 80% of players a guarantee of getting the 'best' outcome in every influenceable situation (even if this is achieved via reloading), then determinism is clearly the better option, as it presents them with less barriers to play the game in that way.
However, if the intention is not to allow any player to always get the 'best' outcome every time then take the stratified random approach I outlined in my last post as an alternative. You're now presenting a situation where, in effect, you can only get 2 of the 3 possible 'best' outcomes.
But rather than Bioware deciding which will fail by selecting a static quest that will always go wrong, or allowing the player complete deterministic control over which will go wrong (e.g. whichever quest you do last will fail), it gives you the ability to (in effect) select one quest line that will definitely succeed, and not be sure what will happen with the next one. If the mechanic is that straightforward, you'd know how the third would end up after completing the second.
There's no reason for this to be more costly than implementing win / 'fail' conditions for the affected questlines, which Bioware already use across the game. You're not changing the number of permutations, all you're changing is how the outcome is determined. Yes, you're removing part of that from the player's control but, perhaps most crucially, you're not forcing them to consistently fail a specific quest no matter how awesomely they handle it or giving them the ability to guarantee which quest will fail no matter how awesomely they handle it.
That is, in my view, a much better way to introduce the idea the idea of risk and consequence than outright determinism. Whether this is considered valuable or not may depend on people's attitude to there being unexpected consequences to the actions you take in game.
Modifié par Wozearly, 29 octobre 2012 - 08:36 .