Narrow Margin wrote...
krul2k wrote...
Would it work that once you sort of get in to the "main theater" map everything on the map has all options/choices open to them but the longer you stay away from one the less choice in outcome you can have? or is that 2 messed up
I rather like that idea. At the start of the game all options are open, and you have plenty of time to achieve varied results, but as you complete ths story, the situation becomes more set and the options available for the remaining plot reduce. Which could be interesting in a game where it was very open what order you complete things in.
The sadist in me says, and factor in all your travelling time. Forget the towers of hanoi, let's have a loosened up version of the travelling salesman problem chugging along throughout the whole game.
I would add that by doing certain things, you could also improve your chances elsewhere. If I recruit these mercenaries over here, I have more time/a better chance to save that villiage over there, becuase the Mercs go and hold the line while I take care of something else. so not just a simplistic 'as time goes by, things get worse' scenario, but a truely interconnected world of events. And it wouldn't have to be an A -> B only scenario, you could have choices there as well. So you might have a choice to send the Mercs to protect the village, or send them to assault a keep, or have them stay put and train for use later. Or you could choose to save some mages instead of the mercs, and send the mages to the mercs to give you time to deal with some other thing.
Complex choices and results based on what you do and where you go. It's far too late for this to be included in DA:I of course, but I think BioWare could pull it off down the line.




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