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choice without consequence is meaningless


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#126
Dave of Canada

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FreshIstay wrote...

I can  agree, to an extent. In terms of grand scheme yes, interpersonal character choices (companions etc.) no.


I'd still like to see a BioWare game which has characters influenced by your major choices. Hate to keep mentioning it but I loved Kenny in TWD because he'd either hate you, love you or be in-between based off your prior decisions and you always cared for him because you went through everything together.

Sylvius the Mad wrote...

*snip*

Outcomes shouldn't always be predictable from an in-character perspective.


I'd argue that if an outcome does present itself with a win-win, it should cause consequences down the line. I'll mention the werewolves situation from Origins, you're curing the werewelves and keeping the elves alive but you're effectively removing their leadership.

You "win" by achieving both ends but recieve a weaker Dalish force which should cost you later in the battle for Denerim when they're incapable of fighting under the leadership of their new leader, causing say... the Alienage to fall or something.

It's not an obvious consequence to your actions but it's one you wouldn't be surprised happens.

Wulfram wrote...

If all choices have win written all over them in different ways, then that's still an interesting choice.


It's very difficult to make a situation which all choices are wins with no/little losing in one, pragmatism / idealism and the in-betweens provide little room which everyone can win (an idealistic winning goes against the pragmatic view, for example). However, I understand the point and wouldn't mind it for a few situations provided it worked.

Celene II wrote...

So lets get this straight, i ask that they not include respec ability and people screamed at me for making them play my way

But when i say lets have ways to avoid negative consquences - no thats horrible story telling.


Point's irrelevant, one influences game-play and one influences narrative.

Celene II wrote...

So which is it, you can or you cant demand that people play your way?


People play their own way in the overly dark narrative. They can be idealistic, they just suffer the consequences for it. What's the problem? Don't like being punished for the way you play and possibly being confronted with choosing an alternative choice?

Medhia Nox wrote...

There weren't really any "deep" choices in The Walking Dead. 

The very premise of it - is no different than: "You MUST defeat the Archdemon." 


The consequences of the choices weren't that great but the choices were deep, they confronted the player and had you react on a split-second with your emotions at an all-time high with the possibility of doing something you'd regret.

The fact that you'd always be confronted by your decisions from other people, never allowing you to really sink into the premise that you did the "right thing" was brilliant. Players second-guessing themselves is rarely done, most writers ending up with the player's choices being the word-of-god and nobody can possibly defy it as wish-fulfillment is easier to write.

In other words, they could've done consequences better but the journey was fantastic with the player being burdened without care for their feelings. 

#127
Xhon12

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I support more consequencies per action done, but I'm quite tired of being pushed to grey actions (and no, I'm not talking about DA... only). I mean, it's very depressing for me to sacrifice my beloved NPCs and I always want to do the right thing, ALWAYS. Even when it comes to deciding your enemy's fate, yes.

As some said, I play games to have fun and excitement, not to feel bad for chosing an army to die in order to save a Fortress or something. Yes, there must be some tense situations and grey moments, but don't make a game of it. The whole is dark, but I want to make it brighter, not keep it dark.

#128
Fast Jimmy

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Xhon12 wrote...

I support more consequencies per action done, but I'm quite tired of being pushed to grey actions (and no, I'm not talking about DA... only). I mean, it's very depressing for me to sacrifice my beloved NPCs and I always want to do the right thing, ALWAYS. Even when it comes to deciding your enemy's fate, yes.

As some said, I play games to have fun and excitement, not to feel bad for chosing an army to die in order to save a Fortress or something. Yes, there must be some tense situations and grey moments, but don't make a game of it. The whole is dark, but I want to make it brighter, not keep it dark.


I am in full support of the Amarnthine/Vigil's Keep choice. You had to decide if one as to be destroyed of the other. Both dark choices. HOWEVER, if you worked hard and made sure the keep was fully upgraded by doing side quests and sacrificing gold/resources, both could be saved. 

This is different than the Connor/Isolde choice, where the third perfect choice required no work at all, but rather something you can work towards and sacrifice for. 

In DA:I, a good example of this would be using in-game gold to build up your keep, but at the cost of being able to afford high-tier weapons and equipment from stores/crafters. 

#129
The Hierophant

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Fast Jimmy wrote...

In DA:I, a good example of this would be using in-game gold to build up your keep, but at the cost of being able to afford high-tier weapons and equipment from stores/crafters. 

Hypothetically speaking, if the devs were to adopt a similar system wouldn't this cause a good majority of DA's playerbase to complain about being unable to have it all? 

@Entropic Angel - :alien:

#130
Medhia Nox

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@Dave of Canada: Just as an aside - I really enjoyed Walking Dead - I feel it's important to state that.

I just feel it's a lot more "Tried and true methods done better." than it was "Groundbreaking risk in design."

I want to throw my money at the developer that strives for better storytelling - that Walking Dead was a great effort to be sure (I particularly like the art style) - but I'm still hoping for a lot more.

#131
Fast Jimmy

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The Hierophant wrote...

Fast Jimmy wrote...

In DA:I, a good example of this would be using in-game gold to build up your keep, but at the cost of being able to afford high-tier weapons and equipment from stores/crafters. 

Hypothetically speaking, if the devs were to adopt a similar system wouldn't this cause a good majority of DA's playerbase to complain about being unable to have it all? 


My only response is to quote David Gaider: "Suck it up, princess."

#132
draken-heart

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I read this and thought "another 'remove save imports/set a canon' thread?" just because those threads were funny back in the day.

#133
The Hierophant

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Fast Jimmy wrote...

The Hierophant wrote...

Fast Jimmy wrote...

In DA:I, a good example of this would be using in-game gold to build up your keep, but at the cost of being able to afford high-tier weapons and equipment from stores/crafters. 

Hypothetically speaking, if the devs were to adopt a similar system wouldn't this cause a good majority of DA's playerbase to complain about being unable to have it all? 


My only response is to quote David Gaider: "Suck it up, princess."

I do remember that in Awakening the Warden had to shell out a crap load of gold, and collect materials to fortify Vigil's Keep vs buying new gear. The problem was that the player could side step any financial limitations by selling their most expensive gear from the main game or spam the money glitch. For your idea to have an impact the devs need to seriously get rid of the money/duping exploit.

#134
philippe willaume

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The Hierophant wrote...

Fast Jimmy wrote...

In DA:I, a good example of this would be using in-game gold to build up your keep, but at the cost of being able to afford high-tier weapons and equipment from stores/crafters. 

Hypothetically speaking, if the devs were to adopt a similar system wouldn't this cause a good majority of DA's playerbase to complain about being unable to have it all? 

@Entropic Angel - :alien:


Well you have it all, not just at the same time.:innocent:
it could be argued that it is not really a limitation because it could be circumvented by doing more side quest and or DLC.

personally, I lked the way it woked in DA:0 was fine or ME2  suicide mission. I think it would be better if you could not always get the optimal result. or if one optimal result prevented another optimal result to happens. 


phil

#135
Fast Jimmy

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draken-heart wrote...

I read this and thought "another 'remove save imports/set a canon' thread?" just because those threads were funny back in the day.


Back in the day? The topic comes up about every six hours when someone brings up the next gen consoles.

#136
Fast Jimmy

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The Hierophant wrote...

Fast Jimmy wrote...

The Hierophant wrote...

Fast Jimmy wrote...

In DA:I, a good example of this would be using in-game gold to build up your keep, but at the cost of being able to afford high-tier weapons and equipment from stores/crafters.

Hypothetically speaking, if the devs were to adopt a similar system wouldn't this cause a good majority of DA's playerbase to complain about being unable to have it all?


My only response is to quote David Gaider: "Suck it up, princess."

I do remember that in Awakening the Warden had to shell out a crap load of gold, and collect materials to fortify Vigil's Keep vs buying new gear. The problem was that the player could side step any financial limitations by selling their most expensive gear from the main game or spam the money glitch. For your idea to have an impact the devs need to seriously get rid of the money/duping exploit.


More fidelity in terms of game economics would certainly be welcome. If a modder can make Skyrim's economy have a set value and amount of currency, I can't imagine it would be prohibitively difficult to have certain resource limits for money in a DA game. At least not a glitch in every game that can net thousands of sovereigns on command.

#137
draken-heart

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Fast Jimmy wrote...

draken-heart wrote...

I read this and thought "another 'remove save imports/set a canon' thread?" just because those threads were funny back in the day.


Back in the day? The topic comes up about every six hours when someone brings up the next gen consoles.


I meant what I said: the threads specifically asking for removal of save imports. Not just bringing up the topic in a thread, but making a thread dediated to that.

Anyways, the best way to resolve this issue is to allow importing of decisions, but not results of decisions.

Modifié par draken-heart, 28 janvier 2013 - 09:40 .


#138
The Hierophant

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Fast Jimmy wrote...

More fidelity in terms of game economics would certainly be welcome. If a modder can make Skyrim's economy have a set value and amount of currency, I can't imagine it would be prohibitively difficult to have certain resource limits for money in a DA game. At least not a glitch in every game that can net thousands of sovereigns on command.

Agreed.

#139
Fast Jimmy

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draken-heart wrote...

Fast Jimmy wrote...

draken-heart wrote...

I read this and thought "another 'remove save imports/set a canon' thread?" just because those threads were funny back in the day.


Back in the day? The topic comes up about every six hours when someone brings up the next gen consoles.


I meant what I said: the threads specifically asking for removal of save imports. Not just bringing up the topic in a thread, but making a thread dediated to that.

Anyways, the best way to resolve this issue is to allow importing of decisions, but not results of decisions.


How would you even know? There have to be SOME results. Codex entries, cameos, dialogue changes... these are all weak, shallow attempts at continuity, but they are still RESULTS. If you just import the file, you wouldn't know if it just said "File Imported!" without reading a single thing if there weren't any results.

BTW, the thread you and I went round and round on about the Save Import was still alive and active as of ten days ago. Again, not "back in the day." You've just been absent.

#140
draken-heart

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Fast Jimmy wrote...

draken-heart wrote...

Fast Jimmy wrote...

draken-heart wrote...

I read this and thought "another 'remove save imports/set a canon' thread?" just because those threads were funny back in the day.


Back in the day? The topic comes up about every six hours when someone brings up the next gen consoles.


I meant what I said: the threads specifically asking for removal of save imports. Not just bringing up the topic in a thread, but making a thread dediated to that.

Anyways, the best way to resolve this issue is to allow importing of decisions, but not results of decisions.


How would you even know? There have to be SOME results. Codex entries, cameos, dialogue changes... these are all weak, shallow attempts at continuity, but they are still RESULTS. If you just import the file, you wouldn't know if it just said "File Imported!" without reading a single thing if there weren't any results.

BTW, the thread you and I went round and round on about the Save Import was still alive and active as of ten days ago. Again, not "back in the day." You've just been absent.



A simple "king Alistair says..." from a steward won't work?

That  was kind of the idea, Acknowledgement without revealed consequences for the person/people involved.

Modifié par draken-heart, 28 janvier 2013 - 10:32 .


#141
Fast Jimmy

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^

Not for my personal tastes, no, but again... that is a result.

#142
draken-heart

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Fast Jimmy wrote...

^

Not for my personal tastes, no, but again... that is a result.


I am talking more about consequences directly resulting from the Decisions themselves.

Alistair as King of Ferelden: The kingdom is more leaning on the diplomatic side of war
whereas
Anora rules: The kingdom is preparing for war with Orslais

More like: There are rumors that Ferelden might be preparing for war with Orlais and the Inquisitor has to cinvince Ferelden's ruler not to war, then you meet a steward who gives you a bunch of quests to help Ferelden's citizens and afterwards he talks to the king/queen and then you decided whether or not Ferelden need to go to war.

That's the long and short of it.

Modifié par draken-heart, 28 janvier 2013 - 10:48 .


#143
Guest_EntropicAngel_*

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Fast Jimmy wrote...

I'm a selfish role player. I want the most amount of flexibility possible when making and playing my characters, but also want lots of custom content that can change the experience (not just the viewpoint) of my character. If you can create THAT, then you reach a near infinite number of options, where the possible roleplaying viewpoints of a certain class (say, happy-go-lucky, heart-of-gold rapscallions rogue, or brutal, cold blooded assassin killer rogue) are coupled with lots of choices which can have very different experiences. 

That way, you can not only change how you view certain events, but can change which events you see altogether. The same character with the same viewpoint can make two different decisions and then view the consequences through the same viewpoint. For instance, my above mentioned racist against elves but anti-slaver character could have just lost someone he loved recently. When offered a choice to help a slave "knife ear," the exact same character could be torn between compassion after feeling recent heartache, or a complete lack of empathy after the devastating event they just experienced. Same character, same believable reaction, but different events, events which could have consequences down the line.

When you couple the freedom of role playing opportunities with widely variable content, it creates a narrative (and replay value) shmorgasborg (sp?).


BUt the thing is, what you're descibing here is not based on varying consequences. You may not be referring to it, but I immediately thought of DA ][. This example of yours works perfectly well in a situation where there are no "consequences."

Those different types of characters are, I think, likely something you determine at the start of the game and play through that way. But I don't really see "consequences" in this anywhere.

#144
Guest_EntropicAngel_*

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Dave of Canada wrote...

What's the problem? Don't like being punished for the way you play and possibly being confronted with choosing an alternative choice?


Dave, this would be a little more meaningful if it weren't coming from a renegade--one of the ones who seems to complain a lot about his way being "punished."

#145
Guest_EntropicAngel_*

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The Hierophant wrote...

@Entropic Angel - :alien:



:P

You know I'm right.

#146
XX-Pyro

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The Hierophant wrote...

Fast Jimmy wrote...

The Hierophant wrote...

Fast Jimmy wrote...

In DA:I, a good example of this would be using in-game gold to build up your keep, but at the cost of being able to afford high-tier weapons and equipment from stores/crafters. 

Hypothetically speaking, if the devs were to adopt a similar system wouldn't this cause a good majority of DA's playerbase to complain about being unable to have it all? 


My only response is to quote David Gaider: "Suck it up, princess."

I do remember that in Awakening the Warden had to shell out a crap load of gold, and collect materials to fortify Vigil's Keep vs buying new gear. The problem was that the player could side step any financial limitations by selling their most expensive gear from the main game or spam the money glitch. For your idea to have an impact the devs need to seriously get rid of the money/duping exploit.


You can't use a glitch as an excuse for why impact isn't there. It is there, have some self control. The glitch is a good thing because it allowed me to roleplay better in DAO and DA2. If I'm a human noble, I'd damn well better be able to buy what I please. And besides that, if I'm a noble in Kirkwall I'd also better be rich. The glitch has nothing to do with impact on choices, and I agree with Fast Jimmy that having less money in Awakening as a result of upgrading the keep was almost a good enough drawback for the choice.

#147
Guest_EntropicAngel_*

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XX-Pyro wrote...

You can't use a glitch as an excuse for why impact isn't there. It is there, have some self control. The glitch is a good thing because it allowed me to roleplay better in DAO and DA2. If I'm a human noble, I'd damn well better be able to buy what I please. And besides that, if I'm a noble in Kirkwall I'd also better be rich. The glitch has nothing to do with impact on choices, and I agree with Fast Jimmy that having less money in Awakening as a result of upgrading the keep was almost a good enough drawback for the choice.


Although, the thought of NOT having absolute oodles of money during Awakening is laughable.

I had never heard of any money glitch until today, and my latest rogue at one time in awakening had over 1000 sovereigns.

They need to cut it back more, I think.

#148
draken-heart

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draken-heart wrote...

Fast Jimmy wrote...

^

Not for my personal tastes, no, but again... that is a result.


I am talking more about consequences directly resulting from the Decisions themselves.

Alistair as King of Ferelden: The kingdom is more leaning on the diplomatic side of war
whereas
Anora rules: The kingdom is preparing for war with Orslais

More like: There are rumors that Ferelden might be preparing for war with Orlais and the Inquisitor has to cinvince Ferelden's ruler not to war, then you meet a steward who gives you a bunch of quests to help Ferelden's citizens and afterwards he talks to the king/queen and then you decided whether or not Ferelden need to go to war.

That's the long and short of it.


fastjimmy, you there?

#149
Guest_EntropicAngel_*

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He isn't here now, relax. I'm certain he'll answer you.

#150
Fast Jimmy

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EntropicAngel wrote...

He isn't here now, relax. I'm certain he'll answer you.


Say my name three times in the mirror and I will always appear!

draken-heart wrote...

Fast Jimmy wrote...

^

Not for my personal tastes, no, but again... that is a result.


I am talking more about consequences directly resulting from the Decisions themselves.

Alistair as King of Ferelden: The kingdom is more leaning on the diplomatic side of war
whereas
Anora rules: The kingdom is preparing for war with Orslais

More like: There are rumors that Ferelden might be preparing for war with Orlais and the Inquisitor has to cinvince Ferelden's ruler not to war, then you meet a steward who gives you a bunch of quests to help Ferelden's citizens and afterwards he talks to the king/queen and then you decided whether or not Ferelden need to go to war.

That's the long and short of it.


That wouldn't be bad. Not as good, detailed or impactful as setting canon, but it could make it feel like the decision of who you put on the throne wouldn't be that trivial.But that's more than we got at all (different NPCs who express different views based on a previous choice) in DA2, so its not like you are setting the bar low or anything. In DA2, it was either "you made this choice, so you get this fetch quest" or in the case of the queen/king, it resulted in an NPC arrive and say practically the exact same thing.

Regardless, I didn't want to get into another Save Import discussion (SHOCK! HORROR!). This thread has not mentioned Imported choices and consequences yet, so I'll not drag it into my personal agenda. I've already done that plenty last week.