KnightofPhoenix wrote...
They don't have to necessarily be about negative vs positive outcomes (though I'd love a few of those). It can be two consequences with their positive and negative aspects, or both can be positive depending on perspective (like Alpha Protocol).
What Black Ops 2 does have is the ability to replay any mission after you finish it, and restart the story from there. So if you want to have a differet ending, you don't have to replay the whole thing. But of course RPGs can't have that because they are not based around levels (except Alpha Protocol kinda).
Ah, I think I get what you mean. Basically having consequences/outcomes to an action that carry future significance and affect future choices, regardless of what those outcomes might be particularly. Kinda like how the choices in a choose-your-own-adventure book make for completely different stories. And yeah, the main trouble with translating that sort of approach to RPGs would be the non-linearity that RPGs (typically) have, meaning that it could start getting a little complicated (and they would have spend a lot of resources on things people might never see).
Although it definitely does add a lot to the game when you encounter extra details such as options that you didn't think available (e.g. killing then resurrecting a key character in Dragon's Dogma leading to a different outcome than simply killing or sparing him; and I think I read that in Arcanum, after finishing a quest and setting a spirit to rest, you can ressurect the spirit to laugh at it).
Sure, I absolutely agree. However, for me, a moral dilemna is best executed when the choice is tough and the consequences are stronlgy felt (more often then not, a dilemna is so in part because of its consequences). Not only does it provide more immersion, varied content and all that, but it adds mroe gravitas to the choice.
For me a choice that has little to no consequence, while it can be interesting, lacks that impact, that unf.
I do agree that RPGs, considering their different nature, can have a mix of micro-choices and macro ones.
Yeah I'm the same in some regards. When the moral choice is between something obviously wrong and something right - but the unethical option holds the greater rewards - strong, lasting consequences make the decision a lot more meaningful. You either feel good about yourself or like a giant dick.. (Oh well, I'm sure Feynriel enjoyed getting his soul sacrificed to a demon haha).
But imo, certain things where there is no real right or wrong such as the 'genophage cure' in me1 don't really need much of a visible consequence other than your party-member's reactions - since the implications/ramifications are more distant and are already apparent in your decision making. It would be nice if it came back to haunt you or lead to different complications, but I don't really feel that it's necessary to feel a considerable impact.
But yeah, hopefully they figure out a way to get an RPG with multiple branching storylines, where choices create complexity and replayability.