CrustyBot wrote...
Consequences ought to reflect the gravity and importance of the choice. In this sense, the aim of the game is simulation and internal consistency. You cheapen the choice if you present a choice, then afterwards, don't offer adequate and appropriate consequences to their choice in a way that makes the lack of divergence apparent.
IMO, it's a matter of keeping the right scope for the choices and quests you give the player in order to manage the scope of the consequences so that it doesn't break the overarching narrative if you don't intend on pulling a Witcher 2 type divergence. It's one thing (amongst many others) that the Fallout, Arcanum type games get right.
But giving the player big, world altering choices on a constant basis is something a lot of games do to make the player feel super duper awesome.
Surprised to see your opinion on this subject though, EA. I mean, isn't that Skyrim's approach? Let "roleplaying" and imagination define the experience rather than defining it with the consequences of the choices we're given.
i.e Skyrim's approach is to joining the guilds/factions as opposed to say, how Morrowind or Daggerfall approached it.
No, not Skyrim's approach. Skyrim doesn't give you any choice at all.
One way I've described it as is thus:
Dragon Age/Mass Effect/etc. is a dungeon with two paths. They both lead to the same place, but you can only choose one of them.
The choice that you make says something about your character. The game allows you to express your character.
Skyrim, on the other hand, is an open field. There is no choice. There is no either-or. There is only AND.
AND says nothing about your character. If I were restricted to either the Companions or the Dark Brotherhood, that would be a choice. That would be roleplaying, because the game allows you to express an aspect of your character through the character's limitations.
Limitations define roleplaying, not blanket inclusion.