Abramis brama wrote...
That's why I said that they should have a option to change your behaviour couple of times while playing.
The most perfect scenario being that you went against your core belief (again something you picked from beginning) but this is pretty hard to implement.
People react differently sure but it's still within limits of their personality.
Another system would be choosing your personality before the actual
conversation begins. That way you would have more choice in your
personality but still retain that fluidity that's important to people.
If I play a RPG is so I can roleplay a character, to do so the game has to ask for player input in all non-combat events.
Choosing a personality at the beginning of the game or conversation serves me no purpose, I'm already choosing such thing by selecting the actual dialogue.
The games you mentioned don't have a choosable personality but the games are predetermined for you already.
Haven't played Kain so can't comment that but it seems to be action game with no choices.
In my eyes a cRPG where you choose a predefined personality at the beginning is the same as action game with a predefined character.
Legacy of Kain: Defiance has you play different sections with each of the protagonists ( like in Resident Evil for example ) and each has his own personality.
The only difference I see between this and what you are sayins is
one single 3D character model.
Well I don't really remember a dialogue where I couldn't "win". The dialogues seems to be mostly just fluff choices that don't affect the game in any meaningful way.
Anyway that was kind of stupid comparison I made to be honest. My point was just that you already choose a one way to combat. In ME2 at least, in DA you can control your other characters so it kind of balances it out
but usally people end up using their main the most. Again bad comparison.
The personality choice is just the same in many ways though. Not completely I agree but I think it's reasonable trade-off for more cinematic and fluid feeling in general.
I do remember dialogue where I couldn't "win".
In pre-wheel dialogue, things like persuade or intimidate options where always shown to the player.
After the player selected the intimidate/persuade option the game calculated whether the attemp was successful or not.
In ME we are shown persuade/intimidate options but you aren't allowed to select them unless you have enough paragon/renegade options. That's no fun, the game is already yelling at you "Auto-win button, press here!".
I said in a previous post that "choice" to me is not just about the game branching in differents paths. That the input given by the player affects the events of the game is
irrelevant, the only thing that matters is that the character in that
event is a different person based on what dialogue option the player
choose.
Where you see fluff I see roleplaying oportunities.
I consider dialogue a gameplay feature just like combat, I think your comparison was a fair one.
I insist: If I wanted such a trade-off I will go play a non cRPG game.
Edit: Just for reference, the Legacy of Kain series consist of 5 games:
Boold Omen, Blood Omen2 you play as Kain
SoulReaver, SoulReaver2 you play as Raziel
Defiance, you play as both.
This is what you get when you play a game wih predefined personalities and dialogue:
Soul Reaver 2 - Kain at the Pillars. As much as I enjoyed it, it is not a RPG.
Modifié par abnocte, 30 novembre 2012 - 11:13 .