David7204 wrote...
There are two choices in games. You can make the relationships with other characters more variable, so that the player character can canonically hate them, or betray them, or kill them. But the price of that is that those characters cannot have an effort on the story, or much of an effect on other characters, or, really, much of an effect on anything. Fallout: New Vegas is a good example of this. You can kill your companions if you don't like them. Or betray them. But nothing happens. None of your other companions so much as notice. The story continues the same as before. The only thing that changes is their personal quest and ending.
Or you can have characters play a role in the story. But to do that, characters have to have some sort of relationship with the player character, regardless of how the player feels about them.
And as such it is a story, not an RPG.





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