I guess my question is: "how much freedom is a ton of freedom?"
I think, perhaps, a better question is why one game would be PERCEIVED to have more freedom than another? The amount of ACTUAL choices is, honestly, a little pointless, since it is the feeling, the player's PERCEPTION, that ultimately is the determiner. Baldur's Gate didn't have a lot of choice opportunities in how to address situations with gameplay when compared to a game like Planescape, yet the amount of dialogue options (and shades of intent, emotion and purpose) is surpassed. Meanwhile, a game like DA2, which had a decent amount of custom dialogue based on certain situations (such as friendship/rivalry with your companions) is stated as having much less choice.
To break things down in these three examples: I'd say Fallout let you have a LARGE variety of ways to build your character's stats and skills that could be utilized in a number of situations. I'd say Planescape gave you lots of options to create the type of person/personality you'd like to play.
I would then say with a third example, Dragon Age 2, that it had many ways it changed the experience based on how you played, but I don't think it did a great job in calling the fact that they weren't part of the 'vanilla' experience that people really recognized it.
And maybe that is the problem? If a game weaves variability seamlessly into the game/dialogue/experience, it can actually run the risk of it actually being hard to recognize when a choice was being acknowledged.
I would still say DA2 could have done a little more to make the game feel different for those who had different classes/builds or personalities, for sure. But I also think the work done was done in such a way that it was overlooked, which can bring less satisfaction to the player and result in extra work that isn't providing the level of value the game makers intended.
Modifié par Fast Jimmy, 10 novembre 2012 - 08:56 .