Fast Jimmy wrote...
When I hear people say "the player shouldn't be allowed to make big choices," I hear "Bioware should make a more linear game."
Choices that let the player "define their character" or "make more personal choices" but result in the same exact outcomes are linear in nature. Sure, it may result in a slight dialogue change or a scene playing of differently/showing different characters... but aren't those the critiques of how the Save Import is addressed in sequels?
Not every choice needs to be "appoint a king" or "save or destroy an epic level artifact," but without any level of divergence in the story, either in terms of how the choice should influence the future (DA:O) or the content the player sees (TW2), then having the choices diminishes their worth.
If we had more personal choices it would still not be linier, the only difference is we wouldnt be making 3 different versions of the setting. Like, for instance, if we choose to side with harrowmont even though Balen was going to be king no matter what, there could be long term consequences(throughout the game dwarves try and kill you, you get no support from them or a host of other things), through out the story, for the PC which would have a very different play though then someone who sided with Balen. This allows the PC to experence branching paths, and different consequences, without making choices simply for the sake of choices.
Personal choices that define the character have a much easier path to a LACK of liniarity, because it is easier to adjust the variables in a game/setting, that why it is a coherent world without a schizoid personality to the world.
Modifié par Meltemph, 29 décembre 2013 - 02:42 .





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