Unless they make the console available on xbox 360 then no I'm not in luck. And before you suggest I should get it for pc the one i'm typing on now won't run Oblivion and I'm unlikley to be getting a new one for quite some time.
I was afraid you'd say that
Sorry to hear it.
Then enlighten me?
How exactly does the addition of an option that doesn't effect the main game in any way until it is utilised effect those who do not utilise?
OK! Thanks for asking. Forgive me if my explanation is long-winded. I'll try to keep it interesting.
My contention is that it's bad to add features to a game that allow it to be played in an unintended way, because it screws things up for those who wish to play it as intended.
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I will start off by talking about a totally different game, since we are very close to the conflict on this one. There's a great looking isometric party-based RPG called Dead State in development right now. It's a zombie apocalypse game, and the intention is that, as you play it, you arbitrarily lose people along the way. Just like in a zombie movie, not everyone will survive. However, no deaths are pre-scripted; it's just expected that you'll lose people from time to time. Make sense so far? OK.
Now, what kind of save system should this game have? Right now it's looking like the base game will allow you to save once per game day, only when you are back at your secure shelter, to keep tension high in the field. But wait! What if some people want a quicksave system, where they can save in the middle of combat, and even reload every time they don't like a particular result?
Obviously that's not the way the game was meant to be played, but why not include it? If people don't want to use it, they just don't have to, right?
OK. Now suppose I am playing this game, and I'm trying to play it as intended. Now I have a party of characters I like, and one character in particular who's just awesome. Now suppose that character gets killed, and I'm like, aw, man. Now. If there's no quickload function, I'm sad that I lost the character, and I ruminate on the tragedy of the zombie apocalypse, all as intended. No conflict there. But if there IS a quickload function, suddenly I have an unpleasant decision to make. Do I choose, deliberately, to kill off that character I like? Or do I choose, deliberately, to soften the edge of zombie tragedy? Either way, I have good reason to feel bad about what I'm doing. The game should not put me in that position.
Does that make sense?
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I admit that the lasers and cowboys were silly exaggerations and not really anologous to your more "meta" options, but I contend that the big red kill anything instantly button is exactly anologous. Again, it puts me in a position it shouldn't. Every time I meet a tough monster, I'm going to be tempted to use it. If the button isn't there, I either fight brilliantly and triumph honorably or die and reload. If the button is there, I have to decide whether to (probably) die and reload ... or just kill the monster instantly and keep playing. That's not a decision I should be making, and it's obviously not how the game is intended to be played. This is another case where adding an option is subtracting from my fun.
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Gotta go, but I leave it to the reader to draw comparisons between these examples and the ability to respec one's character in a long term RPG.