[quote]nightscrawl wrote...
[quote]Fast Jimmy wrote...
Would people be okay with losing gold, having equipment destroyed or just feeling like someone "pulled a fast one on you" if it resulted in some in-game good?[/quote]
I actually did address this in my long post on the first page.
To be honest, unless the intangible reward (ie freeing slaves) is VERY good and compelling, I don't think most players will opt for it if they know the consequences. You can comment on meta knowledge all you like, about players ruining their own first-play experience by looking things up, but the reality is that it DOES happen. People don't want to get burned because of perceived "mistake" on their part. It happened with friendship/rivalry, and it will happen with this, only on a much more severe scale.
To my point about the intangible reward being really rewarding,
I would have taken a considerable hit to my personal power level if I could have saved Leandra's life. Something on that level is worth it to me. With other examples that you cite, it would depend on my mood at the time and the amount of such quests I have to deal with. I'm willing to play the hero and take a hit for those kinds of causes, but how many hits can I take before I start to severely damage my progress in the game?
It's very much about risk versus reward. Is the intangible reward enough? For some, yes, for others, no. That can depend on many factors, but back to Leandra again; I had previously mentioned that some players didn't feel an emotional connection to their Hawke or Leandra. I don't think
those players would consider the possibility of saving her compelling enough reason to take a hit to personal power level. Then you have the types that want to "win" no matter what, so they take the hit to feel like they won by saving her.[/quote]
I agree (and I also agreed with your first page post but didn't have a chance to respond at the time).
The number of hits would need to be accurately reviewed, absolutely. Getting too weak so that the game is nearly impossible would be a large pain. Then again, I'm sure there are plenty of powerlevelers out there would take this as an added challenge (I solo'd the game on Nightmare and took every quest penalty there was!), but the average player would feel stymied by this.
I, personally, think execution on the choice would be the most important. Having a scene afterwards where the owner of the kittens, for example, thanks me profusely would not be enough. It would need to have some type of consequence or play into the endings. An epilogue slide where the kittens wound up crossbreeding with mabaris and eradicated the entire giant spider population in Thedas or something. I don't think it would be wise to tie further content to such a choice (as it would really be like the devs are punishing a player if they do, punishing a player if they don't), but incorportaing such choices into the endings/future references could be interesting. To put my two cents in, getting a letter/email from the person (the kitten owner in this choice) would not cut it for me, either. I don't mind text follow-ups, but only in epilogue slides. That just seems like the best place to me from a psychological point of view to tie up loose ends like this.
[quote]I think what would have been a good alternative to the Leandra quest would be if you took the right proactive steps to warn her and track the killer down, she would be mid-"surgery" or something similar. She would still die, but could express gratitude for not being turned into a monster before she died. Similarly, if our Hawke did things kill the wrong suspect in Act 2 or didn't pay attention to the Lillie's line your mother says, we would have gotten the same scene we saw in DA2, where she has been turned into a zombie. If, in that ending, she would have said "kill me, save me from being this horrible monster" with her dying breaths, that would have felt significant.
Same end result - Leandra is killed by a Mage serial killer - but the nuances that we would have made her ending more palatable to her would be worth it. [/quote]
Yes, I do like that. You still have the requisite death, but the different stages make it a lot more variable. The more ways there are to do a thing the better, IMO.[/quote]
I think this was done with the linked video of Petriece (ha-HA! Spelled it right this time) in DA2, where a good chunk of content was given if you made a different choice. The real problem is that this was a poor choice to put that much content into. An aggessive Hawke who always sided against the Qunari is rare enough (since they have the benefit of having the Arishok as their face, an NPC who many fans in the post-DA2 hating phase praised), but to also have a character who trusts and wants to work with Petriece is also rare, since the game made her out to be a total snake in the grass who would stab you in the back at the drop of a hat. So the fact that this choice got branching content based on a series of choices a very small few would even WANT to make, let alone actually decide on, but having things with Leandra, arguably a character Bioware wanted us invested in, remain the absolute same despite possibilities to circumvent those exact outcomes is a shame, in my eyes.
Modifié par Fast Jimmy, 10 février 2013 - 02:50 .