Decision, Decisions.

Post » Sun Dec 11, 2011 6:23 pm

You have a decision to make early in the game. Would you rather have a decision to further define your character or give you flexibility later on.

A couple of examples:

Your character either specializes in light armor or heavy armor.

Your character should not have to focus on one aspect in relation to heavy or light armor and the system should allow more flexibility.

Which system works better for an RPG when it is time to decide perks, attributes, skills.....


My perspective is the choice should define the character otherwise it makes the decision irrelevant. No additional uniqueness of character development is created when the decision does nothing to define or refine the character.


What do you peeps think?

Post a comment, even if its just to say you voted....so the thread gets bumped and get more votes.
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ZzZz
 
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Post » Sun Dec 11, 2011 4:06 pm

Wow....did not take long for my post to leave the first page. Did not get one view.
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Eliza Potter
 
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Post » Sun Dec 11, 2011 5:38 am

If my decisions didn't define anything, they'd be pretty pointless decisions.
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Andrew Perry
 
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Post » Sun Dec 11, 2011 8:15 am

If my decisions didn't define anything, they'd be pretty pointless decisions.


That is what I think.
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FoReVeR_Me_N
 
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Post » Sun Dec 11, 2011 3:30 pm

lol decisions

"Do you want to save the world?"
>Yes
>Yes with angst
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Inol Wakhid
 
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Post » Sun Dec 11, 2011 12:05 pm

I want my choices to matter. New Vegas had multiple endings, Obsidian did it right. Bethesda should hire their writers for the DLCs.
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N3T4
 
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Post » Sun Dec 11, 2011 7:07 am

Vote!!!! :flamethrower:
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BEl J
 
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Post » Sun Dec 11, 2011 3:53 pm

Hate to bump again....but do not want to this to get lost the depths of the archives.
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Frank Firefly
 
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Post » Sun Dec 11, 2011 7:25 pm

Don't worry. I think they're going to read it somehow.
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Nany Smith
 
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Post » Sun Dec 11, 2011 10:04 am

:angel:
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Steeeph
 
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Post » Sun Dec 11, 2011 3:05 pm

If I have to just choose one or the other my choice is flexibility. Ideally though both should be there.
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Spooky Angel
 
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Post » Sun Dec 11, 2011 7:09 am

:ahhh:
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kennedy
 
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Post » Sun Dec 11, 2011 7:17 pm

If my decisions didn't define anything, they'd be pretty pointless decisions.


QFT

I personally get more enjoyment from having to make decisions that close off other roads traveled, but that's just me. :)
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Adrian Morales
 
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Post » Sun Dec 11, 2011 4:23 pm

Yeah, I completely agree with you, decisions that have little impact on the world or your character are pretty much illusions of choice. Choice implies you're picking something over something else.

I'd go as far to say that story choices should also follow this trend. The game pretty much leaves all skills open and all quest lines open like Oblivion. You can just be better at some things due to perks. The quests are great, but when you finish them or do something that should have a lot of impact, it has very little.
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Eileen Collinson
 
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Post » Sun Dec 11, 2011 11:32 am

Flexibility. :angel: bow chick bow wow.
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kiss my weasel
 
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Post » Sun Dec 11, 2011 8:00 am

:bonk:
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Sudah mati ini Keparat
 
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Post » Sun Dec 11, 2011 4:16 pm

As a matter of principle I always try to make choices that give me the most options. I think in an RPG though your choices should define your character but there should be mechanics in place that let you make different choices (though not without cost). For instance if I build my character as a warrior type and then later decide I would rather be a mage, I should be able to dump my armor for cloth, head to the mage college and start learning everything it means to be a mage. However the cost of this would be that I would have to start leveling my new skills from scratch. The penalty would be the time and money involved to do so.

I think this is a realistic approach. In life you can always change paths, given enough time, money, and commitment.
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BEl J
 
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Post » Sun Dec 11, 2011 1:02 pm

More and more these days I tend to roleplay characters who change in response to the events they experience in the game. I am no longer interested in static characters whose traits and behaviors are all fixed at the beginning of the game. That is not roleplaying to me. I believe roleplaying should imitate life. Life is change and roleplay should be about change as well, in my opinion.

So I vote for Flexibility.
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Ronald
 
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Post » Sun Dec 11, 2011 10:06 pm

If choices have no consequences then their is little to any replay value in this game
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Stay-C
 
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Post » Sun Dec 11, 2011 3:01 pm

I want my choices to matter. New Vegas had multiple endings, Obsidian did it right. Bethesda should hire their writers for the DLCs.


The big difference there, though, is that New Vegas actually ends.

Skyrim doesn't end; even when you finish the main quest.
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+++CAZZY
 
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Post » Sun Dec 11, 2011 6:01 pm

I need consequences, that's what makes me want to play the game again.
Just like New Vegas... (but let's not go there.)
Soooooooooo... I voted for "define my character". c:
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Reanan-Marie Olsen
 
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Post » Sun Dec 11, 2011 6:20 am

If choices have no consequences then their is little to any replay value in this game

Philosophical question: for a game that practically never ends, what motivation is there (or should there be) to re-roll often? Assuming the game allows flexibility, of course.
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ruCkii
 
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Post » Sun Dec 11, 2011 7:31 pm

I think an Ending would be necessary to Skyrim, specially when you beat the final boss. Then you'd be able to continue your gameplay as the dovahkiin and do the rest of the sidequests. An ending would give you a preview of what is to come next in the DLCs or what your character's choices will influence in a near future. That or an oracle would tell you about his or her visions about the consequences of your acts. Heck, even your dovahkiin could have visions when he sleeps.
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Keeley Stevens
 
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Post » Sun Dec 11, 2011 9:50 am

So far, the results have been close to what I thought they'd be.
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Kelvin
 
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Post » Sun Dec 11, 2011 6:16 pm

flexibility like changing my hairstyle or color every so often
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QuinDINGDONGcey
 
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