Sopa de Gato wrote...
Medhia Nox wrote...
This way - the person looking for the best possible world outcome - receives the worst possible personal "win". Likewise - the person seeking the best possible personal outcome - receives the worst possible world "win".
These are the kinds of choices Fable tried to do, albeit a bit hamhandedly. The problem lies in that either way the player feels like they've lost and it leaves a sour taste in their mouth. I think the problem with these choices is that a lot of people feel like it's less "choice with cosnequence" and more "choice where something bad always happens to the player/someone else."
I agree on your take of the given "formula" of the decision making.
Anyway, the problem with the proposed structure of choices/decisions is that while it does make the decision making hard, it also almost makes it feel like a bother - like a point in the story the player doesn't want to cross - because you lose either way.
In this story, you are a hero, meaning, whatever happens or however many casualties - you- the hero always makes it to the other side, along with your supporting characters. I mean, who hear doubts that the good guys will win in Inquistion? Are we supposed to believe that the bad guys will win at the end?
A "loss-loss" situation doesn't have to be an integral part of a "difficult moral decision", in fact, it shouldn't be even part of it. That kind of situation makes it difficult - but not in a way that you have to weigh your options or see if you have to compromise your beliefs - it just makes the decision a troublesome part of the game.
Yes, you have to hit it where it hurts - but you can't take it all the way. Meaning, the player has to want to make that decision and not just forced into it because the plot demands it. The player has to have a chance to do everything in his power to get the resolution that he/she wants.
Now when I say "do everything he can" I don't mean a perfect playthrough with no sacrifices. I mean going the extra mile, like perhaps sacrificing a really good incentive he has to get a good outcome, or in the worst case scenario (for the player) - he has to give up a companion or do something that he won't actually do if given an alternative. But that's as far as you should go.
In the end, the player still wins - happy ending with your LI beside you - the ideal ending. But the challenge that comes with that is making the happy ending make sense.
You don't change the formula of "hero always wins" just for the sake of "being unique", instead you fix the bulk of the plot so that when the happy ending comes it feels more like an achievement that you worked towards, instead of a mere "you won because you always win" kind of deal.
Modifié par ArcherTactlenecks, 28 novembre 2013 - 03:49 .