Should Some Choices Have Delayed Consequences?

Post » Mon Jul 12, 2010 2:03 pm

im a fan of choices in game that dont have an immediate impact on the player or the gameworld. choices that you are stuck with unless you have oodles of saves going back several hours and even then you would end up having to redo all that work. im hoping that some decisions in skyrim dont change anything until much later in the game so that your character is stuck with them or has to redo everything.

edit: added a poll
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Channing
 
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Post » Mon Jul 12, 2010 10:59 am

This doesn't sit well with me. No thanks.
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m Gardner
 
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Post » Mon Jul 12, 2010 10:23 am

Yes.

I...wish I had something more insightful to say...but that's really it. Frankly, it's something so simple, that it's infuriating so few games actually use them.
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Cedric Pearson
 
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Post » Mon Jul 12, 2010 9:36 am

I liked this feature in The Witcher, and I wouldn't mind seeing it in Skyrim at all. Infact, it would be a pleasant surprise :)
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Eileen Collinson
 
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Post » Mon Jul 12, 2010 2:24 pm

This doesn't sit well with me. No thanks.

Cool story bro, want to give reasons to back up that opinion of yours?


Honestly, I'm all for this. It worked for vampirism, so why can't it work for other decisions?
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Shelby Huffman
 
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Post » Mon Jul 12, 2010 5:29 am

Cool story bro, want to give reasons to back up that opinion of yours?


Honestly, I'm all for this. It worked for vampirism, so why can't it work for other decisions?

Too many variables in TES. Too many potential bugs. I can see this causing more harm than good. How's that story, bro?
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Elena Alina
 
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Post » Mon Jul 12, 2010 5:16 am

Cool story bro, want to give reasons to back up that opinion of yours?


cool

edit: nvm, dragonborn put him in his place :P

I think this is a great idea. I'll admit I have the bad habit of constantly saving right before I know a huge decision is about to be made so I can revert and undo it if it doesn't turn out exactly as I had hoped.

Yeah, this would take away some control, but I think it will add a whole lot more to the idea of there being consequences for your actions and being forced to face them. I think in the long run it'll also make the game world feel much more "personalized" when you come across something hours or days later and say, "Oh yeah, I remember doing that and that must be why this happened."
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Captian Caveman
 
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Post » Mon Jul 12, 2010 11:08 am

Daggerfall had a couple missions that had this. It was pretty great, assassins would be sent after a month or two after a mission if you pissed off the wrong people.
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Austin England
 
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Post » Mon Jul 12, 2010 12:10 pm

Yes to this!

If you piss of an Arl or the like you should be bitten in the delicate parts later.

It makes not only for more replaceable but also a more believable world.
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+++CAZZY
 
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Post » Mon Jul 12, 2010 5:43 am

I don't think that they will put too many of those situations in the game, but I would love to see something like this. I personally do a bit of roleplaying (mostly rules and personality for the character, no backstory) and I would love to be more or less stuck with my choices. It would add to the game's replayability, as well as encouraging thorough investigation of the possible choices.
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Dragonz Dancer
 
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Post » Mon Jul 12, 2010 2:13 pm

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

Large worlds with thousands of NPCs also have too many potential bugs. Not a good enough reason to not include delayed consequences, if you ask me, especially since they don't need to be especially complicated anyway.
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TWITTER.COM
 
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Post » Mon Jul 12, 2010 6:24 pm

Some? No, all the major choices should have far-reaching, delayed and complex consequences. Else they are about as interesting as the choice of turning left or right in a dungeon ...
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BaNK.RoLL
 
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Post » Mon Jul 12, 2010 7:18 am

Decisions are meaningless without consequences. I'd like to see far-reaching consequences to any major decision, all of them logical, but many of them only manifesting much later in the game. That could only add interest to the game for me.

Sadly, I don't think there's the slightest chance that Skyrim will actually have such things. The rage quitters would hate it and they make up too much of Beth's market, and too fickle a market at that, to be ignored.
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David John Hunter
 
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Post » Mon Jul 12, 2010 11:40 am

I'd like it, as long as you would be appropriately informed of any serious consequences before making the choice. It would be annoying if I made a seemingly benign choice eary on, then a few hours later the game goes "Surprise! As a consequence of you picking a flower, a dragon burned a town to the ground."

I don't remember where, but some article or interview Todd mentioned how that if you murder an NPC, a relative they have may seek revenge against you later on.
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Nichola Haynes
 
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Post » Mon Jul 12, 2010 8:34 pm

Yes
Only in situations where you should be aware there might be consequences
No need for you to know what the consequences will be or when they'll affect you
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Horse gal smithe
 
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Post » Mon Jul 12, 2010 2:44 pm

I wouldn't mind some consequences not appearing until later in the game like someone said about assassins being sent later down the road because you pissed someone off. I think it adds to the feeling that there's more life to the world than what you're doing at the moment. That said not all of them should be that way I like seeing consequences first hand right away too, a good balance between would be good for the game.

edit: someone already said it but radiant story does this to a degree. Let's hope it works really good.
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koumba
 
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Post » Mon Jul 12, 2010 4:32 pm

What type of consequences are you referring to? How far-reaching will they be? How influential will they be on the player character and/or the gameworld? How often would such consequences be attached to actions?
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Kaley X
 
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Post » Mon Jul 12, 2010 6:42 am

What type of consequences are you referring to? How far-reaching will they be? How influential will they be on the player character and/or the gameworld? How often would such consequences be attached to actions?



i suppose a generic example would be if a highwayman robbed you at some point. if you spared him he could either end up saving your life down the road or you could find out that he ends up killing a family or an NPC later on that was part of your quest forcing you to have to look for help somewhere else. or if you killed him you would find that he was desperate and this was his first robbery attempt to get money to free his wife being held for ransom and they end up killing her since he didnt come back with the money. :shrug: the repercussions of your choice wouldnt manifest themselves until waaaay later. probably not the best example but you get the drift. i woudl like to see some choices with much bigger consequences such as a small town being wiped out because you stole some powerful lichs treasure but didnt kill him.........he could take his vengeance out on some locals. just random ideas.

edit: there was an excellent example of this in STALKER CoP. it wasnt very long term since you saw the results fairly quickly. what happened is that you were sent on a quest very early in the game to get an artifact and some stalkers approached you and said that the artifact had healing powers and could help a badly injured friend of theirs. of course the first time i played the game i gave it to them since i had just previously gotten and artifact for healing an injured stalker at an anomaly field. when you went back to the bar you saw the stalkers you jsut encountered selling the artifact to the guy that hired you. you were swindled because of your naivety. that wasnt to bad since it was only a matter of 15 minutes that i lost.........but i thought it was a nice touch. i would like to see something akin to that but much farther along.
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CYCO JO-NATE
 
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Post » Mon Jul 12, 2010 7:39 am

Should Some Choices Have Delayed Consequences?
Of course. :rock:

Witcher had a few of these.
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Sammie LM
 
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Post » Mon Jul 12, 2010 4:47 pm

Yes, real choices and consequences would do this game good. I'm not holding my breath though, I bet the story will be as linear as it gets.
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Nicholas C
 
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Post » Mon Jul 12, 2010 6:29 am

Absolutely. I would rather people be stuck with their decisions a little bit more, would really make people think about their decisions like IRL.
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James Baldwin
 
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Post » Mon Jul 12, 2010 7:28 am

im a fan of choices in game that dont have an immediate impact on the player or the gameworld. choices that you are stuck with unless you have oodles of saves going back several hours and even then you would end up having to redo all that work. im hoping that some decisions in skyrim dont change anything until much later in the game so that your character is stuck with them or has to redo everything.

Morrowind and Oblivion had numerous delayed consequences. Skyrim may have more. Radiant Story is probably meant to provide delayed consequences.
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Stay-C
 
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Post » Mon Jul 12, 2010 8:56 am

+1 :thumbsup:

I really like when you have to choose and don't know the outcome of your choice until it's too late (to simply reload and choose something else). Some of it was in New Vegas, where you couldn't be friends with all the factions in the game and couldn't know what consequences your choices would have for you in the long run. I can't remember anything meaningful in Oblivion or Morrowind (in Morrowind maybe the last Fighters Guild quests where you had to kill the Thieves Guild bosses).
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Neil
 
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Post » Mon Jul 12, 2010 8:10 am

I can't remember anything meaningful in Oblivion or Morrowind (in Morrowind maybe the last Fighters Guild quests where you had to kill the Thieves Guild bosses).

Also, there are the kinds of consequences that led to Bethesda dropping class selection and attributes from Skyrim. It might be arguable, though, whether those consequences result more from choices in character building or choices in role playing.
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Tyrone Haywood
 
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Post » Mon Jul 12, 2010 10:52 am

Yes from me too, for a multitude of reasons, many of which have already been stated by others. :)
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Naughty not Nice
 
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