I'm not saying to do this for everything but you know what I hate in import stories? Save the Rachni queen? Have this quest. Didn't save her? Have the same level/quest in the same area, but different dialogue. And oh yea later in passing, get betrayed in EMS numbers. Woulda rather there be no Rachni quest if you killed them. As a consequence.
Wouldn't it be possible to write a script where the game can end in different locations, in different times, with different quests? Yes the climax might be a big boss showing at a fixed time and place. But why not allow past decisions in the game decide how much further that conflict goes. Maybe I stop the baddie on top of the fortress. Maybe I was more prepared and stopped him on the ground. Maybe I wasn't prepared at all and he flew off to a mountain which I must now trek with the survivors a month later.
TLDR. While keeping main themes converging at end, have more divergence of time, location, specific final levels.
Modifié par spike08, 12 août 2013 - 08:18 .





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