I just thought about decisions sequences.
The problem in a branching narrative is that it quickly gets out of hand. That's why ME3 did a lot of railroading and autodialogue.
Now what if decisions mean your collecting points and only a certain amount of points mean you have enough influence to influence the characters's decisions?
Not only does this remove the necessity to branch too much, the outcomes would also be less predictable.
Choice 1
A - 2 points
B - 1 point
C - 0 points
Choice 2
A - 1 point
B - 0 points
Choice 3
A - 0 points
B - 0 points
C - 1 point
Final choice
>= 3 points --> Choose A or B
< 3 points --> NPCs decide B
I wonder if that could work and if it would really reduce complexity without removing choices.
You could add some sort of personality variable to the mix:
PC is more of a diplomat 1 point
PC is more of a hothead 0.5 points
(pragmatist, idealist whatever, picked at character creation and can change over the course of the game depending on choices)
Hothead making all the right choices: 4 * 0.5 = 2 < 3 --> NPCs decide for themselves
In another scenario it may be
<= 2 points --> choose A or B
> 2 points --> NPCs decide A
Hothead making all the right choices: 4 * 0.5 = 2 = 2 --> choose A or B
Autodialogue and choices combined.
Modifié par klarabella, 13 mars 2013 - 11:11 .