Off the top of my head, I've got a couple that I'm positive you're aware of, Allen. Both occur in Planescape: Torment. They're story-based, and meant to punish needless murderous behavior. Both will prematurely end your game (albeit with unique dialogue/cutscenes).Allan Schumacher wrote...
Developers aren't tying consequences to combat anymore and its making games weaker for it.
You say "anymore." Has that really happened much in the past?
I could maybe see something like Fallout (especially the first, before the timer gets patched out) in that getting heavily wounded means having to rest to recuperate. How common was consequences in combat that wasn't "kill everyone or die yourself?"
1) Killing Pharod before giving him the bronze sphere; and
2) Killing Trias when he's in the Curst Prison.
I bring these two examples up because they represent something that has indeed been taken away from gamers over the years and is no longer existant in Modern RPGs: The ability to Fail the main questline by being too violent - To make a stupid decision that leads to you, literally, botching the main plot and the storyline actually recognizing that you did. Nowadays this can't happen because developers have decided to "idiot-proof" their games' main plot. Either they make plot-critical characters immortal (skyrim), or they flat out take away your ability to even attack plot-critical characters before the specifically assigned time where the story dictates they may be killed (Witcher, Dragon age).
I totally understand why developers would want to do this, but *the* point remains. The player should be allowed to mess up by making a terrible decision, and the game should recognize this decision.
Modifié par Yrkoon, 21 mars 2013 - 01:27 .





Retour en haut






