Wulfram wrote...
Fast Jimmy wrote...
The examples I was thinking gave the player no advantage in future fights.
In Redcliffe, who you recruited could help out with how the combat played out. But if you recruited them and you were fast enough to take down the enemies, these NPCs could face very real permadeath. This resulted in different outcomes (some even can be viewed as more positive, such as taking ownership of the inn if Lloyd died). In ME1, you were given the option of using stun grenades against colonists controlled by the Thorian. If you ran out of grenades/didn't use them to the best effect, you had to kill these NPCs. They would be dead when you defeated the Thorian.
None of these made combat more or less difficult in future encounters... but they were plot variations that happened due to how you performed in combat, aside from a static win/loss.
I'd also have to say that experience makes me deeply suspicious of any scenario that makes babysitting characters outside my control in combat important. Suicidal guards charging into the flames to get themselves killed at Redcliffe just makes me wish we had a "tell everyone to hide in the chantry" option - Redcliffe would be a lot less annoying if the NPCs were protected by the same rules as your party members.
It is just one more reason why there should be more than one option. If you know that getting into combat will likely get people killed, wouldn't you work to achieve a diplomatic victory? Wouldn't you sacrifice some things just to keep those people alive? Or maybe you wouldn't - it is your call.
Having the ability to tell everyone to hide in the Chantry would have been a great choice... if the combat was hard and having the NPCs would be less like baby sitting and more like "needed to survive."
Would it have seem like a chore to have NPCs running around that can be killed if they were acting as meat shields to you actually surviving a fight? Or, to keep them alive and resolve the conflict, would you have sacrificed some notable piece of gear? Or gold? Or the plot outcome that all of Redcliffe was burnt to the ground aside from the Chantry, so that it's people lived, but ultimately the village was forced to migrate?
These are the types of variances and outcomes that can occur in a game that gives players choices and really runs with them. That doesn't just default to "kill the Xth wave of mooks because you are the chosen one."
Medhia Nox wrote...
@Fast Jimmy: You've never played a game where you lost. It's impossible. They don't exist.
Actually, I have. I've played games where the ending was that all life on the planet was put under tyranical rule, or doomed the entire world to a cataclysm. I've seen games where you can summon an evil to devour the world, destroying everthing in it and games where the hero makes a choice that makes the game 100% unwinnable, that unless you had a save made prior to that choice, there is absolutely no way to win, no matter what.
Please don't tell me what games I have played or what I have experienced. I KNOW what I have experienced. You speak about tabletop games, but forget the best thing about PnP games... the ability for a player to say "I want to do this" and the "this" the player is talking about is something outside of what the DM had planned for the scenario/story to tell. With video games it is impossible to do this, truly, but with hundreds of employees working on a game instead of just one DM, you would think following the concept of "what is every option for a player to think of doing here and can we accomodate that?" Instead, we often see "okay, here is our combat system, here is our dialogue system and never shall the two meet, ever."
Modifié par Fast Jimmy, 19 mars 2013 - 05:20 .