Br3ad wrote...
I don't really see a problem with this, even though it's not the best example for the problem given. The games trying to give you a logical reason to not want to be in a place that will kill you. Finally, everyone doesn't look at every little eye twitch, so you can still RP the doomed soul.
I'm not talking about a life or death situation, I'm talking about perceiving that someone is lying to you.
Here is an actual example from the game: During the whole pre-Battle of Redcliffe running-around-talking-to-NPCs bit you can go into Lloyd's Tavern and talk to the elf Berwick. You may or may not have spoken to other NPCs about him, where they call him "An odd sort who keeps to himself," and I believe they also mention that he is a recent town arrival. That alone isn't suspicious. People can certainly keep to themselves if they wish, and there is frequent travel, especially now during the Blight.
If, in real life, you are not the type of person to be suspicious of others, or are just lacking in perception, you may not consider Berwick's manner odd while you are talking to him. However, there is the dialog option that suggests he is hiding something. If that option had not been there might this player have EVER been suspicious of Berwick in the first place?
The end result is that the player's perception is altered by the existence of the dialog option. Whether the players acts on it is another matter and irrelevant to this discussion. The player can do as they wish. The OP's suggestion, which I like, of our PC being tested by perception in the fade can only work, and have real dramatic impact, if the player is fooled. The OP wants a situation where "paying attention to the slightest details might mean failure or victory." How is this accomplished if the ruse is given away by a simple dialog option?
Modifié par nightscrawl, 28 janvier 2014 - 03:19 .