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The Illusion Of Choice in RPGs

PhilthePillPhilthePill Registered User regular
edited May 2009 in Games and Technology
So I was recently reminiscing how awesome Torment is, and what made it such an freaking cool game - and I remember how after I finished it feeling like
every dialogue choice in the game somehow affected who I was, and therefore how the game ended. Which made me want to play it again. And again.

Which made me think back on the idea of choice in games (particularly RPGs), and how little we usually get - games want us to believe the choices we make are affecting the game world, but usually it's just a ploy to make us feel involved. The game usually is going to go along some linear(ish) path anyway.

Examples which shoot to mind are in almost every SNES rpg I played, and how some character (usually some whiny girl) is asking to help save the village: WILL YOU HELP US? YES / NO. And even though the stupid girl is whiny, even if you say NO she just says something like "Aww...Well maybe you'll change your mind.." and you can go walk around for a while, but ultimately you have to go back and say "SURE WHINY GIRL, I'LL HELP YOU."

So, I want to play more RPGs that actually have choice which affects things which feel a bit real. Black Isle (formally) and Bioware seem to do this well. Anything else I should be playing? Mass Effect did this a bit, but the Paragon/Renegade thing by the end didn't feel particularly unique.

Do the recent Final Fantasy's do this at all? I haven't played the last few.

Recommend! Or reminisce on games that did this extremely poorly.

I'm gonna sing the DOOM SONG now. DOOMY doom domm doom doom doom doom doom doom doomy doom-doom...
PhilthePill on
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Posts

  • Narcis PrinceNarcis Prince Registered User regular
    edited May 2009
    First game that came to mind was The Witcher. Choices that you make in that game affect how the rest of the game goes. There's also no real right or wrong decisions. It's usually siding with one side vs. the other, and sometimes staying neutral. No good or evil, just following what YOU feel is right. Also a fantastic game.

    Narcis Prince on
    I will not let you touch my beautiful, beautiful face.
  • DashuiDashui Registered User regular
    edited May 2009
    Speaking of Mass Effect, the choices you made in the first one might have quite a big impact on what happens in the second one. At least I hope so. You did, after all, make some pretty big choices. They made comments about it, saying they had to basically make two games instead of one. It could just be hype, but I have my dreams.

    Edit: About the Witcher, the only real important choice is in the end. That determines what ending you'll see. You could spend most of the game going one way and then right at the end decide to go the other and get that ending.

    Dashui on
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  • KhavallKhavall British ColumbiaRegistered User regular
    edited May 2009
    First game that came to mind was The Witcher. Choices that you make in that game affect how the rest of the game goes. There's also no real right or wrong decisions. It's usually siding with one side vs. the other, and sometimes staying neutral. No good or evil, just following what YOU feel is right. Also a fantastic game.
    Man I was not ready for like, 10 minutes into the game having to make the fucking choice about the witch. Like.


    Goddamn. And that was maybe the least morally ambiguous choice in the game

    Also http://www.youtube.com/watch?v=jlOXAtPvMDk

    Khavall on
  • FiarynFiaryn Omnicidal Madman Registered User regular
    edited May 2009
    Mass Effect 2 is confirmed to carry over your data from the first game and take into account to at least some degree your decisions from the first game in determining what is to come in ME2.

    How much remains to be seen.

    Fiaryn on
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  • Narcis PrinceNarcis Prince Registered User regular
    edited May 2009
    Dashui wrote: »
    Edit: About the Witcher, the only real important choice is in the end. That determines what ending you'll see. You could spend most of the game going one way and then right at the end decide to go the other and get that ending.

    That may be true, but you can see the effects of most of your choices as you progress through the game. For example:
    Depending on if you give the elves the goods they are after in Chapter 1, the guy in the bar who gives you quests is either murdered or there waiting for you.

    I think that little things like that are what the OP is looking for. Choices that actually can change the course of the game. Even if it's only slightly.

    Narcis Prince on
    I will not let you touch my beautiful, beautiful face.
  • emnmnmeemnmnme Registered User regular
    edited May 2009
    I like little vignettes following the game ending proper that explain how your choices affected the world. It's a small consolation when you hear that Junktown prospered after you killed a mob boss in Fallout or when you learn Viconia had a kid with you in Baldur's Gate 2. One choice could have caused a different outcome.

    One game where I was sorely disappointed with morality was Jade Empire. Oh, Bioware hammered the idea of Open Palm/ Closed Fist home in every preview and interview. The final product, though, was just a variation of good vs evil or being a nice guy vs an ass. Only ONE instance in the whole game seemed to live up to what they promised - midway in the game, you come across a fat blueblood who is trying to enslave a family. The Open Palm option let's you jump in heroically and beat the crap out of the fat guy. The Closed Fist option is you throw a knife at the feet of the young daughter and tell her that if she doesn't want to be a love slave, she has to free her own damn self. She then stabs the slaver.

    *Dark Side points gained*

    What I'd like to see in an RPG is NPCs take advantage of a nice guy's good will to the point where he's a whipped dog constantly running fetch quests and rescuing cats stuck in trees. Quest givers should walk all over unreasonably nice guys. "Oh, was I supposed to give you a reward? I'll give it to you next Tuesday when I have a little more money. That's okay, right?"

    emnmnme on
  • Delta AssaultDelta Assault Registered User regular
    edited May 2009
    Give Fable 2 a look, I hear making moral choices is a pretty big part of what makes that game special.

    Delta Assault on
  • InvisibleInvisible Registered User regular
    edited May 2009
    NeverWinter Nights 2 does it to some extent. The choices you make influence your companions and ultimately the end of the game.
    If you go for the good ending, it decides who will betray you and whether or not the ranger who will always betray will stay to fight against you or leave without fighting you. Also either the mage or sorcereress will always betray you as well and the choices you've made regarding will influence who will be the one. The evil ending is similiar in that your decisions and influence affect who will join you in betrayal.
    At the end of the game you also get told how your choices affected many of the people and cities you interacted with.

    Neverwinter Nights 2: The Mask of the Betrayer takes it beyond the first game and has more immediate results of your actions. Especially at the end, who you decide to help (or if you help them at all) and when affects your companions' endings. Also your choices affect who will join and who you will meet in the game.

    Invisible on
  • EgosEgos Registered User regular
    edited May 2009
    Give Fable 2 a look, I hear making moral choices is a pretty big part of what makes that game special.

    It really isn't sadly, imho. If you played Fable 1 you know what you are in for- but its a step forward.... But its a pretty leisurely game.

    Egos on
  • Delta AssaultDelta Assault Registered User regular
    edited May 2009
    Egos wrote: »
    Give Fable 2 a look, I hear making moral choices is a pretty big part of what makes that game special.

    It really isn't sadly, imho. If you played Fable 1 you know what you are in for- but its a step forward.... But its a pretty leisurely game.

    Hmmm. Well, last time I believe anything Peter Molyneux says.

    Delta Assault on
  • ReznikReznik Registered User regular
    edited May 2009
    It's not an RPG, but Heavy Rain looks like it's going to do the whole 'choice' thing really well. Every scenario seems like it has multiple paths to it, and you can even have the playable character die, and it'll effect the story as you go through with the other playable characters.

    (I say 'seems' and 'looks like' because it's just previews and interviews for now)

    Final Fantasy games never really give you choices aside from optional characters and the occasional dialogue choice (mostly in the earlier ones, since there was no VA). I like 'em for the story, but don't play them if you're looking for ambiguous morals in your main characters, or some deep philosophical musings. I haven't played through XII, but from VII to X I noticed a lot fewer player choice options, and the 5 or so hours of XII I played were basically on rails.

    Mass Effect I really enjoyed because they seemed to strike a balance between 'choose your actions' and 'here is a fleshed out character'. Although Shepard was your puppet, he still seemed like a living, breathing character as much as the rest of the cast, which wasn't the case (at least for me) in KotOR, or Fallout 1 and 2.

    Didn't dig Fallout 3. Yeah you could make choices, but most of them don't seem to change much. But it has more problems than just that...

    Reznik on
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  • TeeManTeeMan BrainSpoon Registered User regular
    edited May 2009
    Drawn to Life on the DS comes to mind. The Rapo town is in trouble because the book of life was torn apart, and the little dude prays to "The Creator" to help them. If you click 'No', well then it's game over and back to the title screen :P

    Pretty cool when they include things like that.

    TeeMan on
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  • emnmnmeemnmnme Registered User regular
    edited May 2009
    TeeMan wrote: »
    Drawn to Life on the DS comes to mind. The Rapo town is in trouble because the book of life was torn apart, and the little dude prays to "The Creator" to help them. If you click 'No', well then it's game over and back to the title screen :P

    Pretty cool when they include things like that.

    I think the second Matrix game Shiny made had something like that. You could take the red pill or the blue one but taking the blue one was instant GAME OVER.

    http://www.youtube.com/watch?v=8c5BSaCuTaU

    emnmnme on
  • PancakePancake Registered User regular
    edited May 2009
    Egos wrote: »
    Give Fable 2 a look, I hear making moral choices is a pretty big part of what makes that game special.

    It really isn't sadly, imho. If you played Fable 1 you know what you are in for- but its a step forward.... But its a pretty leisurely game.

    Hmmm. Well, last time I believe anything Peter Molyneux says.

    The choices it does make actually are pretty good, and it does them better than many games do. Because there generally are real, tangible punishments for taking the high road rather than stooping to evil.

    Pancake on
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  • jothkijothki Registered User regular
    edited May 2009
    The thing about Planescape: Torment is that your decisions really didn't affect anything at all, besides shuffling around a pair of alignment sliders that really don't affect that much besides a few items and questlines. It's well written enough that it creates a fairly good illusion that what you do matters, but almost nothing actually does.

    The Geneforge series can be an interesting study in mutually exclusive quests, especially 5. Nothing quite like going through a series of quests for a faction that I want to join, only to be told that I can't continue because the guy I was supposed to go to next had recently been murdered.

    jothki on
  • emnmnmeemnmnme Registered User regular
    edited May 2009
    Here's one for the OP: you say there's a linear story to follow in almost all games even if the player is given a thousand and one cosmetic choices. But if the player gets lots and lots of choice, shaping the world and such, does an RPG become less an RPG and more like a Sims knockoff?

    emnmnme on
  • SkutSkutSkutSkut Registered User regular
    edited May 2009
    How the fuck has noone mentioned the Fallout series yet? Especially the first two.

    SkutSkut on
  • DaveTheWaveDaveTheWave Registered User regular
    edited May 2009
    I just went through Valkyrie Profile: Covenant of the Plume on DS. It's a Strategy RPG but it has three different endings which depend on how often and when you use the plume. The story is about a war and depending on your plume use you get to view it from various people's perspectives. You have to play it through multiple times to see all sides of the story. It's quite well done in my opinion.

    DaveTheWave on
    [SIGPIC][/SIGPIC]
  • Delta AssaultDelta Assault Registered User regular
    edited May 2009
    Pancake wrote: »
    Egos wrote: »
    Give Fable 2 a look, I hear making moral choices is a pretty big part of what makes that game special.

    It really isn't sadly, imho. If you played Fable 1 you know what you are in for- but its a step forward.... But its a pretty leisurely game.

    Hmmm. Well, last time I believe anything Peter Molyneux says.

    The choices it does make actually are pretty good, and it does them better than many games do. Because there generally are real, tangible punishments for taking the high road rather than stooping to evil.

    Well, I trust your judgment... now hopefully Microsoft decides it's worthy of a PC port someday. :|

    Delta Assault on
  • DaveTheWaveDaveTheWave Registered User regular
    edited May 2009
    jothki wrote: »
    The thing about Planescape: Torment is that your decisions really didn't affect anything at all, besides shuffling around a pair of alignment sliders that really don't affect that much besides a few items and questlines. It's well written enough that it creates a fairly good illusion that what you do matters, but almost nothing actually does.

    This isn't true. There are plenty of quests and even a whole NPC that are only available to you if you choose certain dialogue trees. What you can say is even affected by your stats. Yeah, maybe the quests there are don't differ depending on your actions but what quests you are able to undertake are certainly determined by what you say to people.

    DaveTheWave on
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  • JurgJurg In a TeacupRegistered User regular
    edited May 2009
    Any choice in which a wrong answer will produce a Nonstandard game over is bullshit unless it is so goddamn obvious that the only way you will pick the "wrong" answer is if you want to mess around

    For example, in Soul Nomad and the World Eaters, "wrong" answers have little skulls next to them.

    But in, say, Persona 4, there are six MULTIPLE CHOICE questions, and getting even one wrong means you get the Bad Ending, and you don't even get to fight the final boss.

    Jurg on
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  • DjiemDjiem Registered User regular
    edited May 2009
    If you want a game with true choices in dialogue that really affect the story, you should pick up Golden Sun on the GBA.
    I'm really, really joking

    Djiem on
  • Recoil42Recoil42 Registered User regular
    edited May 2009
    Mass Effect did this a bit, but the Paragon/Renegade thing by the end didn't feel particularly unique.

    The really annoying thing I'm finding about Mass Effect, which I'm playing for the first time (literally, right now -- i just put the controller down for a break) -- is that it just seems to spit the divide even more. Yes, there are the Paragon/Renegade options, but then every other dialogue choice they have is even worse than most RPGs -- they'll give you three choices of responses, but usually 2/3 of them are the same response. And sometimes, even no matter what you choose, the dialogue is literally the exact same thing. There is no branch, and I'm not even talking about real gameplay consequences! Just the dialogue bits!


    It's hella annoying.




    edit: Khavall, that video is fantastic.

    Recoil42 on
  • RoyceSraphimRoyceSraphim Registered User regular
    edited May 2009
    Go watch The Returner and give me some consequences like that. Like if I refuse to help whiney little girl mentioned above and she and her whole village are destroyed and return to the land as wraiths with me on their long list of people to get vengeance on, way below the people who killed them and above puppies and kitties
    They are cute and alive for that they must die!

    RoyceSraphim on
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  • OhtsamOhtsam Registered User regular
    edited May 2009
    Djiem wrote: »
    If you want a game with true choices in dialogue that really affect the story, you should pick up Golden Sun on the GBA.
    I'm really, really joking

    Hey at the beginning you can say fuck this I'm not saving the world, followed by a mini epilogue saying the world dies (which after playing game 2 makes no sense) and then a menu asking if you want to go make the choice again

    Ohtsam on
  • KyanilisKyanilis Bellevue, WARegistered User regular
    edited May 2009
    Breath of Fire 4's ending. You got to choose which side to take and if you chose the evil guy's side you became an ultra powerful entity and wiped out all your party members. Naturally siding with your party members gave you the real boss and was much more difficult.

    Kyanilis on
  • FoodFood Registered User regular
    edited May 2009
    The video Khavall posted makes a ton of good points. I think the reason I enjoyed the Witcher so much was that the choices in the game weren't tied to an artificial good/evil system. They were difficult decisions because they didn't translate into tangible rewards or penalties depending on the option you picked. In other words, there was no 'right' answer. You had to weigh the costs and benefits and then commit to a decision simply based on what you felt to be morally correct. I've seen some incredibly heated discussions about which choices are 'good' in that game and which are evil, and I can't think of any other game that does that.

    Food on
  • TaranisTaranis Registered User regular
    edited May 2009
    Deus Ex was pretty open ended if I remember correctly. I only played it through once though, but I think I heard the story was different if you
    didn't side with your brother like I did
    , but correct me if I'm wrong.

    That is a good video Khavall. I'm so subscribing to this guy.

    Taranis on
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  • evilmrhenryevilmrhenry Registered User regular
    edited May 2009
    jothki wrote: »
    The thing about Planescape: Torment is that your decisions really didn't affect anything at all, besides shuffling around a pair of alignment sliders that really don't affect that much besides a few items and questlines. It's well written enough that it creates a fairly good illusion that what you do matters, but almost nothing actually does.

    This isn't true. There are plenty of quests and even a whole NPC that are only available to you if you choose certain dialogue trees. What you can say is even affected by your stats. Yeah, maybe the quests there are don't differ depending on your actions but what quests you are able to undertake are certainly determined by what you say to people.

    While true, in Torment there are multiple dialog choices that have the same mechanical effect, only reading differently. (For example, THAT question. You know the one I mean.) I still pondered my choice, even when I knew that there would be no consequences. While that likely requires a certain quality of writing, it is a good example of the illusion of choice, as it creates a level of nuance in the dialog that is unsupported by the engine.

    evilmrhenry on
  • OptyOpty Registered User regular
    edited May 2009
    There's four different paths I can think of offhand:

    1) Illusion of choice: Every time you're offered a choice it either doesn't matter (Golden Sun's many Yes/Nos) or you're forced back into saying the "correct" answer (tons of RPGs).

    2) Inkling of choice: You follow the same story no matter what you choose, but based on choices you'll get different text or possibly times where you can get a game over by answering incorrectly (Super Paper Mario). There's still only one ending, but there may be a scene or two different based on decisions during the game (Star Ocean 3's relationship cutscenes after the end of the game).

    3) Two-sided choice: You get to pick between two extremes: good or evil generally (KotOR, inFamous, etc). It boils down to an ending for each extreme, each path possibly including things from type 2, tweaking the ending slightly based on just how good or how evil you managed to be.

    4) Open-ended choice: Instead of a linear "reputation" system, you've got a multi-variable combination of statistics to figure out exactly how an NPC will interact with you. Conversation trees are fully fleshed out with multiple choices that each interact with different pieces of the reputation matrix. There's multiple paths to your goals and your individual path taken to achieve them will directly affect the ending--if there is one--making it possible that failing your overall quest is a possible ending rather than just triggering a game over.

    Opty on
  • korodullinkorodullin What. SCRegistered User regular
    edited May 2009
    Taranis wrote: »
    Deus Ex was pretty open ended if I remember correctly. I only played it through once though, but I think I heard the story was different if you
    didn't side with your brother like I did
    , but correct me if I'm wrong.

    You have no choice but to
    Side with Paul and the NSF.
    The story will not allow you to progress if you don't.

    The only real major choices you can make are
    whether Paul lives or dies following the raid on your home in New York, which only nets you a couple more lines of dialogue from him and you see him walking about in Hong Kong, the three choices of how the game ends at the very last area, and some slight differences with stuff like the Rentons and whether Jock lives or gets blown to bits. Oh, and the many varied ways of killing Anna Navarre.

    korodullin on
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  • Eight RooksEight Rooks Registered User regular
    edited May 2009
    Pancake wrote: »
    Egos wrote: »
    Give Fable 2 a look, I hear making moral choices is a pretty big part of what makes that game special.

    It really isn't sadly, imho. If you played Fable 1 you know what you are in for- but its a step forward.... But its a pretty leisurely game.

    Hmmm. Well, last time I believe anything Peter Molyneux says.

    The choices it does make actually are pretty good, and it does them better than many games do. Because there generally are real, tangible punishments for taking the high road rather than stooping to evil.

    Nah, not letting you get away with that, Pancake. I shall endure your withering sarcasm and challenge you (or anyone else) to

    Name. Them.

    As far as my playthrough went (and I chose a relatively decent moral path, as far as the game allows)

    1) Your dog's of barely any practical use whatsoever. You can pretty much comfortably do without any of the basic items it brings you, and it's utterly forgettable in combat even three or four levels up.

    2) There's nothing to distinguish your family from any other random NPCs, nor anything to suggest this is some kind of meta-narrative gag (to say nothing of the bugs).

    3) Combat is so tediously easy (whether you're doing "well" or just muddling through, and there's little impetus to do well) it's practically impossible to die without consciously trying, so scars aren't a factor. Beat the game without picking up a single one.

    4) Oh God, no, my time in the Spire making painfully cliched moral "choices" with no real weight is going to rob me of my precious experience points...! Except I've pretty much picked them all up again before I even left and hardly noticed.

    5) Apparently my wife pretty much doesn't care if I cheat on her. Nor does she possess the long-term memory to even remember - and no, she wasn't promiscuous or randy or over-sexed or anything else like that. I thought the moral choice would be to let things take their course (you know, given I can't actually come clean myself) - then not only do I get the game trying to take the piss out of me, nothing happens!

    6) Not to mention even the lasting effects, well, don't. Ho noes, I chose to save an innocent life and now my hulking, ogrish visage is forever ruined! Except my wife doesn't seem to treat me any differently, people don't run from me in the street and last but not least the ending removes it anyway.

    7) And the ending. Oh, please. I'll take "Be good for trophy", please, Molyneux. Ta.

    I could go on, but I admit I'm being somewhat facetious. :P I enjoyed the game enough to beat it, and it did get the occasional smile or twinge of guilt out of me. But it was too easy, even taking Lionhead's design philosophy into account; too smug, too twee, too "British"; too relaxed, too unthreatening, too safe. It fails to offer any hard choices whatsoever and any thoughts it provokes are largely down to filling in the blanks rather than any dialogue or anything that actually happens in game.

    Oh, and the only time - the only time - the game actually got a genuine "Aw, shit!" out of me (in the good sense) was when
    Ripper, or Reaper, or whatever his name was, shot the photographer.

    I'm sure any responses to this will range from "Well, I disagree" to "You're mean!" to "You're an asshole!", but hey - I did play, and beat, the game... so I'm not just spewing hot air. Punish the player, Peter. Take something away they'll have to really, really work to regain, something they'll really notice when it's gone, and better still make them lose it for good. As in for good, not "If you use one of your three wishes, you can have it back again!". And make them friggin' cry, not
    "Awww, teh goggie diyed! ...what's on TV?"
    Then maybe I'd really start taking notice when you announce something new.

    There is nothing, nothing, nothing in Fable II that even comes close to the ending of Torment - the pain I felt at
    "I love him more than my life" / "THEN DIE"
    . And that even
    brings everyone back!
    Fable II's an accomplished, entertaining game, but to suggest it's any kind of highly emotive, deep and meaningful journey strikes me as laughable. It's a charming diversion, nothing more, over-rated as much as anything else Peter Molyneux does because the man's extremely clever, personable and mediagenic enough people figure he'll justify being held up as one of the great white hopes of the industry some day.

    Eight Rooks on
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  • DaveTheWaveDaveTheWave Registered User regular
    edited May 2009
    jothki wrote: »
    The thing about Planescape: Torment is that your decisions really didn't affect anything at all, besides shuffling around a pair of alignment sliders that really don't affect that much besides a few items and questlines. It's well written enough that it creates a fairly good illusion that what you do matters, but almost nothing actually does.

    This isn't true. There are plenty of quests and even a whole NPC that are only available to you if you choose certain dialogue trees. What you can say is even affected by your stats. Yeah, maybe the quests there are don't differ depending on your actions but what quests you are able to undertake are certainly determined by what you say to people.

    While true, in Torment there are multiple dialog choices that have the same mechanical effect, only reading differently. (For example, THAT question. You know the one I mean.) I still pondered my choice, even when I knew that there would be no consequences. While that likely requires a certain quality of writing, it is a good example of the illusion of choice, as it creates a level of nuance in the dialog that is unsupported by the engine.

    Well, I recall that there are entire plot lines which you cannot solve unless you have the right stats to do so. I guess it's not really a moral choice, though. It's more of a case of the way you shape your character determines what sort of play experience you have on a given playthrough. I guess another good example of this sort of thing is playing a low intelligence character in the Fallout games (except 3 which is poo.) You know that famous Let's Play, featuring just such a character? The dialogue is completely different and quite hilarious for a character with very little Int. While not a choice between "right" or "wrong" it does give an example of a choice made by the player (I suppose, rather than the player's character) that brings about real, tangible effects on gameplay, even if only to a somewhat limited degree.

    DaveTheWave on
    [SIGPIC][/SIGPIC]
  • RobmanRobman Registered User regular
    edited May 2009
    Modern games with lots of voice acting and realistic animation simply can't allow you to have many choices, it costs far too much to record multiple plotlines with multiple choices, and animate all the conversations in a convincing manner.

    ME did a really good job of creating the illusion that you greatly affected the course of the game with your conversation choices.

    Robman on
  • korodullinkorodullin What. SCRegistered User regular
    edited May 2009
    Robman wrote: »
    Modern games with lots of voice acting and realistic animation simply can't allow you to have many choices, it costs far too much to record multiple plotlines with multiple choices, and animate all the conversations in a convincing manner.

    It also makes modding in new stories (in games that allow it) a huge hassle that is very tough to get around.

    korodullin on
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  • emnmnmeemnmnme Registered User regular
    edited May 2009
    I haven't played it but I hear the city Infamous takes place in change based on your moral decisions. How does that work?

    emnmnme on
  • AumniAumni Registered User regular
    edited May 2009
    emnmnme wrote: »
    I haven't played it but I hear the city Infamous takes place in change based on your moral decisions. How does that work?

    It depends on how you conduct yourself.

    Aumni on
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  • TurkeyTurkey So, Usoop. TampaRegistered User regular
    edited May 2009
    Aumni wrote: »
    emnmnme wrote: »
    I haven't played it but I hear the city Infamous takes place in change based on your moral decisions. How does that work?

    It depends on how you conduct yourself.

    I see what you did there.

    Turkey on
  • RobmanRobman Registered User regular
    edited May 2009
    korodullin wrote: »
    Robman wrote: »
    Modern games with lots of voice acting and realistic animation simply can't allow you to have many choices, it costs far too much to record multiple plotlines with multiple choices, and animate all the conversations in a convincing manner.

    It also makes modding in new stories (in games that allow it) a huge hassle that is very tough to get around.

    Well, yeah. They pay professionals the big manies for a reason. Convincing animation and great voice acting aren't typically found in the amateur-hour mods. FWIW I've seen better level design in a lot of 'for-fun' projects then many commercial games though.

    Robman on
  • SkyGheNeSkyGheNe Registered User regular
    edited May 2009
    Chrono trigger was a pretty early rpg that managed to make choice produce some considerably different endings that sometimes illuminating things about your characters that would otherwise go unknown, thus removing the material gain being such a large factor in decision making.

    SkyGheNe on
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