David Gaider wrote...
Ignoring the fact I personally can't play our own games after release (as by that point, I've played it to death and beyond-- there's no mystery at all for me), the answer would still be no-- I enjoy RPG's a great deal, but I play them once only for the story and then I'm done. No matter how immensely I enjoyed the game, if I'm stuck on a desert island I want something to keep me occupied. 
I can understand that for your own games since you know the possibilities for all of the choices, but you feel that about other RPGs as well? You have no interest in seeing the result of a different choice, even though you know the overall story?
In relation to the above, would you like to design more games so that a choice (or series of choices) has a dramatic impact on the result of the story? I'm not talking about DAO-style epilogs here, or even whether the Warden lives or dies (because you still ultimately "win" by killing the Archdemon), but rather an immediate impact that you see as a player.
I guess the best example I can give is the ending choice in ME3, but I haven't played that and my experience with games is severely limited.
Here is a made up example instead: let's say that during
Shepherding Wolves you had the option of killing Petrice at the end, a choice that could have dramatic impact on events in Act 2. Even if Act 2 resulted in the final confrontation with the Arishok no matter the choice (whether you kill Petrice in Act 1), the
path to get there might be different depending on that choice. To me, seeing both of those would be very interesting and worth a second play.
Modifié par nightscrawl, 31 janvier 2013 - 04:29 .