More Choice and Consequence!

Post » Mon Nov 30, 2009 7:15 pm

With Skyrim on all of our minds, i'd like to propose to our Bethesda Dev's to add more Choice and Consequence into the quests. Make it where the players actions really affect the outcome of Province Skyrim and her sons throughout the different Holds.
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Lisa
 
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Post » Mon Nov 30, 2009 10:30 pm

Do you have any specific ideas?
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Iain Lamb
 
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Post » Mon Nov 30, 2009 7:28 pm

Hard to say with ideas but having each quest with two outcomes; one good and the other evil, and which ever the player chooses affects his/her fame/infamy.
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trisha punch
 
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Post » Tue Dec 01, 2009 10:38 am

in Morrowind, when you joined the fighters guild you went after the theives, and if you joined the theives you fought with the fighters guild.

Shouldnt be able to join opposing factions, FONV was decent in this aspect.

I can replay if i want to play those chunks of the game
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Ownie Zuliana
 
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Post » Tue Dec 01, 2009 10:08 am

Tsk, too vague.

Please use one of the existing threads for these suggestions.
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lucile
 
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Post » Tue Dec 01, 2009 1:48 am

I don't think big choices and consequences fits TES games as far as the main quest goes, everything still have to be canon in a way for future games. Though as far as all the other quests go, why not?
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Ron
 
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Post » Tue Dec 01, 2009 1:46 am

You should have more options. Such as "Yes but don't sacrifice other stuff".

It'd be nice, but from a devs perspective it's nigh on impossible to do well, and takes forever. When planning these choices and consequences they either have to be sort of linear or very restricted. It's an insane amount of work to just add tons of choices and consequences, especially if you want it to affect the whole province. Whilst working on the MERP mod, we had to make a decision similar to this ourselves. And the choice was we realisticly couldn't have many. For example, the simple act (in MERP) of letting Sauron get a hold of the one ring basically means you have to do the landscaping twice and and script all of the events. So it's always a compromise. Personally, I'd like to see a little bit, but not so much on an epically grand scale. Sort of like help village A and later down the line it gets a bit bigger, but don't help it and nothing much happens really. Just a few subtle changes would be nice :)

Of course having an awesome AI system would make it a bit easier, as you wouldn't need to script the reactions of the NPCs, the#y just know.

If they are implemented, I don't want it to be choice A is good and you get fame, and choice B is bad you get infamy. I want morale dilemmas, like FO:NV, but more awesome, where there isn't always a clear right and wrong, and you have to make your own decisions. This shouldn't be too hard considering the current state of turmoil the empire is in.
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He got the
 
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Post » Tue Dec 01, 2009 1:10 am

in Morrowind, when you joined the fighters guild you went after the theives, and if you joined the theives you fought with the fighters guild.

Shouldnt be able to join opposing factions, FONV was decent in this aspect.

I can replay if i want to play those chunks of the game


I loved this conflict in Morrowind. Oblivion's ability to let you join and complete every guild and subsequently be the leader of the Fghter's guild, Mages guild and the Dark Brotherhood seemed to be at odds. So I defiantly would like more choices but most importantly, every choice you make should have some sort of consequence.
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sam westover
 
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Post » Mon Nov 30, 2009 11:32 pm

Yes but not too many consequences...
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Madison Poo
 
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Post » Tue Dec 01, 2009 4:36 am

Heck yes, something similar to the system used in Mass Effect would be cool.
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sam
 
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Post » Mon Nov 30, 2009 11:13 pm

I do not care if the main quest has a choice of consequences, but it is nice to have my actions from doing things all around the land mean something even if it makes enemies.
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Dina Boudreau
 
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Post » Tue Dec 01, 2009 7:53 am

With Skyrim on all of our minds, i'd like to propose to our Bethesda Dev's to add more Choice and Consequence into the quests. Make it where the players actions really affect the outcome of Province Skyrim and her sons throughout the different Holds.


Just say "Fallout: New Vegas."


I'd like it, as it would add a large replay factor.
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rolanda h
 
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Post » Mon Nov 30, 2009 8:43 pm

Sure. I'd prefer if quests tied together more, instead of having four or five different "storylines" that had no bearing on one another -- it was particularly ridiculous in Oblivion, where the entire world was at war with alien invaders, but the mercenaries union was more worried about scabs.

Townsperson: "Please help, our village is being burned to ash by daedra!".
Fighter: "Not in the contract. Besides, I'm on break."

Actually, I guess it's not that implausible, but still...
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Emma Louise Adams
 
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Post » Tue Dec 01, 2009 6:53 am

I would love more choice and consequence, but it shouldn't be a cut and dry, right and wrong outcomes. The outcomes should be subtle in some cases such as choosing who do take an object to, without either character being obviously good or obviously bad. I would love for your decisions to determine how people respond to you, if you have committed several crimes and harm innocent NPCs then most people should avoid you (quests become unavailable) while some other characters may seek you out due to your misdeeds and hire you to handle "darker" quests.

By having this type of reputation system, every character you create would have different quests that are only available for that character due to their actions. This would make every playthrough unique from any other character.
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Jack Moves
 
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Post » Tue Dec 01, 2009 4:30 am

Definitely. i really didn't like that you could be the head of the Mages Guild, The Fighters guild, the DB, thieves guild and champion of the arena all at once in oblivion. I think it'd be cool for each guild you could choose different ways of handling it. For example, you could side with the fighters guild or the blackwood company; the mages guild or the necromancers; etc.
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Danny Warner
 
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Post » Mon Nov 30, 2009 9:24 pm

Definitely. i really didn't like that you could be the head of the Mages Guild, The Fighters guild, the DB, thieves guild and champion of the arena all at once in oblivion. I think it'd be cool for each guild you could choose different ways of handling it. For example, you could side with the fighters guild or the blackwood company; the mages guild or the necromancers; etc.


Yeah that would be cool if you had more options as far as Guilds. I didn't like joining every guild either. I think by joining one guild it would make you unable to join another, especially guilds with contradictory goals, for example as you said Mages vs. Necromancers guild. Also while joining Mage's Guild and Fighter's Guild was weird, I think they should keep this option as some people want to join all guilds, while others who RP only want to join select guilds.
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Lifee Mccaslin
 
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Post » Tue Dec 01, 2009 1:43 am

More choices and consequences? Definitely. Having to pick sides with guilds and in the MQ; and having to make hard decisions between skills (and thus equipement), quest solution options, and such would be really nice.
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Isaiah Burdeau
 
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Post » Tue Dec 01, 2009 8:38 am

Also while joining Mage's Guild and Fighter's Guild was weird


Hardly. They were both Imperial-sanctioned guilds, so it made perfect sense to join both of them. What didn't make sense was becoming leader of/very high ranking in, both.
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Elle H
 
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Post » Tue Dec 01, 2009 12:55 am

Hardly. They were both Imperial-sanctioned guilds, so it made perfect sense to join both of them. What didn't make sense was becoming leader of/very high ranking in, both.


Yeah that's what I meant, because ultimately you will become the highest rank.

Also side-note, it would be interesting if becoming the Arch-Mage, Gray Fox, etc was more than just completing enough quests. Maybe if certain choices or how well you complete a quest (# of innocent casualties, time taken from acceptance of quest, completion of quest with guild principles, use of magic for mages guild, stealth for thieves guild, etc) were taken into consideration, because I don't think you should become the leader of every guild you join. If you are a great warrior, then working to the top of the Fighter's Guild shouldn't be a big problem, but maybe in the Mage's Guild you are only able to move up to a mid-level position due to the lack of magical abilities.
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Philip Rua
 
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Post » Tue Dec 01, 2009 3:03 am

Yes I want more choices and consequences for sure.

It helps with immersion if you can choose to do things in a different way to suit your character or to try and get a different response/outcome.

This also increases the amount of times you can replay the game, which is always a good thing.

There should be different rewards for different choices also. We saw a tiny bit of this in Oblivion, like in the Fighters Guild quest about rats, when you see the woman putting venison behind the other womans house and you have 2 choices to tell on her or not, each choice gets a different reward. I want to see more of that type of roleplaying potential.

The possibilites are endless with how deep the choices can take you into sub-plots.

I dissagree with not being able to join multiple factions though, that could be implemented with choices and consequences by becoming a spy for a certain guild. Like if you become a part of thieves and fighters guild, you could decide you like the thieves more and therefore let them off each time you are told to stop thieves, just inform them of your quest and they reward you and then cover up their operations so it looks like you've done your job for the fighters guild.

This would make for so much more fun.
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Sabrina Steige
 
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Post » Mon Nov 30, 2009 9:53 pm

Who wouldn't want more choices and more consequences?

On second thought... after playing Fallout: New Vegas... I wish I wasn't missing out on huge story chunks after being forced to choose a path (Yes Man, House, NCR, Legion)
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gemma king
 
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Post » Tue Dec 01, 2009 9:51 am

All the mods that get created for this...are going to be rad!
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Brandon Bernardi
 
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Post » Tue Dec 01, 2009 5:08 am

Heck yes, something similar to the system used in Mass Effect would be cool.


Bah. While I voted yes mass effect isn't much of a model in this regard IMO. There were a couple choice//consequence things but overall it was beat it nice or beat it mean. End result is the same but maybe some NPC you never will see again either way is alive instead of dead. But hey you might get an email in the sequel. Heck even a fairly big choice in ME1 like killing or keeping wrex has very little effect in ME2, if he is dead a couple different dialogue options, they seem overall less friendly or ambitious but all the quests are the same etc.
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BethanyRhain
 
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Post » Tue Dec 01, 2009 8:11 am

Who wouldn't want more choices and more consequences?

On second thought... after playing Fallout: New Vegas... I wish I wasn't missing out on huge story chunks after being forced to choose a path (Yes Man, House, NCR, Legion)


You have made a choice that puts you at odds with those other quests, and the game presents you with a valid and perfectly logical course of action, you have to deal with the consequences, thats all there is. It would be great if TE5 improved on things like this and can offer a gameworld where you can actually have an impact with the choices you make.
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Louise Dennis
 
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Post » Tue Dec 01, 2009 1:49 am

I like the idea, but I want more evil content. There are plenty of ways to get something done, and if you have to off a few people to do it, it should be an option.
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Khamaji Taylor
 
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