"What would "having our choices matter" look like in-game?"No idea. Never seen it happen in a Dragon Age game.
How have you seen it done in other games then? Concrete examples would be great. Thanks!
"What would "having our choices matter" look like in-game?"No idea. Never seen it happen in a Dragon Age game.
How have you seen it done in other games then? Concrete examples would be great. Thanks!
I see through your sublte attempt to get your like count up OP.
Truly that was not my objective. If I'm being subtle about anything, it's that multi-select polls would be nice or at least polls on every forum (I'm looking at you, Bioware...
)
Rule of thumb, if the choice doesn't cause problems to the writers when they try to start writing the next installment in the series, that choice didn't really matter.
So...no franchises then? Or each game is their own isolated "universe" a la Elder Scrolls?
Or branching story paths, where one person is the Queen of Antiva, other person is a trod-upon nug farmer, and other is a dragon-riding, interstellar rodeo champion? Or whatever?
If the latter, can you "like" Option 5 to vote?
Or branching story paths, where one person is the Queen of Antiva, other person is a trod-upon nug farmer, and other is a dragon-riding, interstellar rodeo champion?
Ya, bring me one of these please. And with lots of chocolate syrup on top.
Besides, it's not like the carry-on choices from previous games have any respectable impact. Best you get is two or three lines about whom your previous OC ended up with and the potential to not feel ridiculous when a character you happened to not kill isn't magically resurrected -unlike other people who do feel like that-. The only difference between the Elder Scrolls and what we have now is fanservice-callbacks.
How have you seen it done in other games then? Concrete examples would be great. Thanks!
The Witcher 2. That game is an excellent example of how choices matter in a game. And how it actually changes your game.
And no, I won't give you concrete examples simply because I don't want to.
If you want to find out, go play the game yourself. ![]()
The Witcher 2. That game is an excellent example of how choices matter in a game. And how it actually changes your game.
And no, I won't give you concrete examples simply because I don't want to.
If you want to find out, go play the game yourself.
Game example is good enough to steer Bioware in the direction you're meaning! ![]()
(After the first Witcher [ugh
] I was optimistic that Witcher 2 would help me pass the time unless the next DA game came out. ...And I only lasted for about .5 hour. The controls drove me crazy as did the PC voice over.)
Ya, bring me one of these please. And with lots of chocolate syrup on top.
Besides, it's not like the carry-on choices from previous games have any respectable impact. Best you get is two or three lines about whom your previous OC ended up with and the potential to not feel ridiculous when a character you happened to not kill isn't magically resurrected -unlike other people who do feel like that-. The only difference between the Elder Scrolls and what we have now is fanservice-callbacks.
Silly goose, you didn't vote for Option 5. Can you? So far its tally is only one lonely vote...
I want genuinely different content based on my decsisions. Not just "you're on the other side of this fight", or "a different guy talks to you but ends up doing the same stuff", but completely different content. DA:I did it right once (which is once more than either of it's predeccesors) with the Champions of the Just vs In Hushed Whispers. When you made your choice there, you didn't just have a single fight and a bit of dialogue being different, you had a completely different quest, in a completely different place against completely different enemies, and there was no way to do the stuff you missed. That is the impact my choices should have. Unfortunately, they didn't follow up on it that well, as after that part of the game, everything went back to your choices having no impact on the course of the game. The game should have branching paths based on my choices, not the same path with cosmetic variations.
Or to put it isn't a quick summary as per the OPs categories, I want to experience the effect of my choices. Not read about it, not hear about it, not see it, but actually have different choices lead to a different experience.
(and yes, I know this would be a lot of effort, but I'd happily trade 1/3 of the content in the game to make another 1/3 of it completely different the second time I play through)
Option 5 is up! Cast your vote please? It only has one right now.
what would "having our choices matter" look like in-game?
Not like DAI.
Not like DAI.
Can you help us out with concrete examples? Like, what is a game where your choices did matter? And how?