That is a very interesting concept, and one that I think could work well in Skyrim. There would be enough consequences for your actions to please people like me, who want replay value and realistic consequences, and those who do not want any content to be walled off. Thank you ConfusedCartman, your insight is always welcome.
A minor clarification:
"How do you make the game different enough to be interesting without making the game significantly shorter or longer for some players?"
You mean being forced into a much longer experience unintentionally, based on aligning with a certain faction? I, for one, want as much game as possible, so I think I might want a significantly longer game. Perhaps you could elaborate, oh confused one?
A minor clarification:
"How do you make the game different enough to be interesting without making the game significantly shorter or longer for some players?"
You mean being forced into a much longer experience unintentionally, based on aligning with a certain faction? I, for one, want as much game as possible, so I think I might want a significantly longer game. Perhaps you could elaborate, oh confused one?
Ha - I simply meant, with all the choosing and aligning that will inevitably occur, the primary challenge would be one of balance. Making sure that Player A gets roughly the same amount of content as Player B, even if they approach the game in two completely unique ways. Obviously if Player A plays as a "good" character, if he makes mostly morally sound choices, then he may very well have seen different versions (or, even more interestingly, "sides") of certain quests than Player B, based on the decisions he made. And, in those instances, he should be getting about the same amount of "fun" as Player B - even if the actual quests differ in their structure, plot, or other elements.
I should clarify: I'm not totally against limiting a player's experience of a quest to a "Side A" or "Side B". I just feel that, in those situations in which it is necessary to limit a player's experience in that fashion, each side should present roughly the same amount of content, and the player should be completely (or nearly completely) aware of the implications of each option. A decision I make now might be able to change what content I'm about to play, but it should not have the ability to completely remove possibilities in the future. The most it should do is have an effect on how difficult it is to make certain decisions in said future.
For example: I have the choice between killing Good Character A and taking his chest key off of his body, breaking into his house at night and stealing the key from him as he sleeps, or persuading him to give me the information I need without thievery or bloodshed. I, being rather foolhardy and in a rush, opt for the first choice. Turns out, that character was also responsible for offering me a side quest that might have been to my benefit. Now, in my perfect world, killing him does not remove the side quest from the world entirely, but rather makes it so I have to discover the first part of said quest on my own instead of having it handed to me by this NPC. So, by being in a rush and killing this guy, I've just inadvertantly made my future game experience slightly harder than it would have been if I had just been patient. It's a small tradeoff, sure, but it represents exactly what I'm trying to convey: all types of players would get roughly the same amount of "worth" out of these two quests thanks to how they balance each other out, but they're still given the freedom to make their own decisions in terms of how each quest pans out.