Should Some Choices Have Delayed Consequences?

Post » Mon Jul 12, 2010 3:44 pm

Only if it's done right. Surprise twists like that have to be handled very carefully, otherwise it creates a disconnect between the player and the world. If I know my choices aren't going to do what I want to do when I make them, what's the point? To turn it around, imagine trying to play an evil character who wants to disrupt the world and make everybody miserable... but everytime you had to make a decision, it resulted in good things happening for people.

I still remember trying to make Alastair happy by reuniting him with his sister in DA:O. That turned out well. Almost any time you tried to do something good in that game, you got sand thrown in your face (either as a direct/delayed consequence, or as a disposition hit from your companions; Yes, Morrigan, how dare I want to rescue a kitten from a tree... especially when I need to go to that "tree" anyway for the MQ). :P Kinda hard to make me care if I know I can't make a decision with the desired outcome.


But the example you give, that's why DA:O svcked big desert wind :)
Bioware attempted to do its own Witcher and they failed pretty bad.

This was an excellent feature in the Witcher. Would love to see it in Skyrim.


...and that's one of the things I loved about Witcher: that even the seemingly unimportant decisions you made had some effect later on in the game; that some decisions didn't have to be "moral" decisions, just this way or the other; that those effects weren't necessarily something that you could foresee; or that the consequences weren't necessarily good or bad, a blessing or catastrophic...
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Lillian Cawfield
 
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Post » Tue Jul 13, 2010 3:33 am

they do indeed go together. virtually everyone including myself reloads a save if they immediatetly see that they made a wrong decision.

I wouldn't reload from a bad outcome, unless the game was purposely trying to [censored] with me. It's one thing if the bad outcome was due to my own negligence as a character or player, but something else if it's just the game's attempt to slap me in the face. There is no joy in doing something good (given all the information you can know), only for the game to turn it around and make something bad happen instead. It's a kick in the gut to people trying to play good characters, and an extreme turn off. I don't play games to immerse myself in a world full of problems, only to inadvertently add to them. If I immerse myself in such a world, it's because I find joy in helping (or I feel like being an ass, but in that case it's not inadvertent). There's a reason I haven't played DA:O more than once, despite all its character origins and "meaningful choices".

sometimes the best moments are when you dont have a clear cut choice and no matter what you do someone will die.

And such points would need to be handled very carefully, and to not have you run into such scenerios multiple times in a play-through. If the choices I make don't have logical consequences, then what exactly are my decisions good for? Instead of actually working to get a good outcome (and sometimes making mistakes you have to live with), you have to metagame to get a good outcome (and make "mistakes" because the game wanted you to make mistakes).

i agree that enough information should be present to let you make an informed decision as long as it isnt so obvious that the game outright tells you what to do. if you have a stealth mission that needs to be done and you have a warrior, mage and assassin/thief guys then you should be smart enough to figure out that the stealth guy has the best change of succeeding and not dying. if you sent the mage and he ends up dying ...........LOL. stupid is as stupid does.

Precisely. Let the player get the info they need, then let them do as they will. But purposely giving bad consequences for choices you could not propery make.. that's just bad gameplay. Oblivion actually had something like that, though it was a bit overt... In one of the later Mages Guild quests, you had to go and meet up with 3 battlemages at an Ayleid Ruin. You talk to them, could ask about their strengths and weaknesses, then you set them up for the coming battle. You could set them up wrong, and they'd likely die during the battle (which in turn makes the fight harder for you).
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Tanika O'Connell
 
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Post » Mon Jul 12, 2010 9:30 pm

Natural consequences. We have some in TES but the problem comes from the no restriction philosophy which goes too far sometimes. New leveling system shows a departure from this philosophy and new quest system lets more consequences to be realized. Unleashing RAI and Radiant story can take it to next level. Not to mention the return of a deep faction/guild system.

But please no to Witcher type consequences. I hate those. Keep it in the sandbox mechanics.
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Lisa Robb
 
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Post » Mon Jul 12, 2010 7:59 pm

Too many variables in TES. Too many potential bugs. I can see this causing more harm than good. How's that story, bro?


+1
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Alex [AK]
 
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Post » Mon Jul 12, 2010 8:24 pm

Too many variables in TES. Too many potential bugs. I can see this causing more harm than good. How's that story, bro?



-100

guess skyrim should not have ANY NEW FEATURE then?since there will be too many potential bugs,better yet,dun release the game at all
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Kerri Lee
 
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