I want more Choices

Post » Sat May 28, 2011 12:35 pm

I love the idea of having choices, the only thing I don't enjoy is how the choices are presented.

For example, in Biowares games your choices are as follows:

Good - I'll save you.

Neutral - I won't save you unless you reward me.

Bad - I'll save you, just to kill you afterward. lol.

Having consequences and morality is good and all, but not everything is so black and white.

Fill in the spaces inbetween is all I'm asking.


You do know there are other ways to offer a player choice without resorting to a black and white scenario?
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Maddy Paul
 
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Post » Sat May 28, 2011 3:38 pm

I love the idea of having choices, the only thing I don't enjoy is how the choices are presented.

For example, in Biowares games your choices are as follows:

Good - I'll save you.

Neutral - I won't save you unless you reward me.

Bad - I'll save you, just to kill you afterward. lol.

Having consequences and morality is good and all, but not everything is so black and white.

Fill in the spaces inbetween is all I'm asking.


I agree, to an extent, but Dragon Age:Origins had one very morally grey decision at the very heart of its plot... to slay an evil man or offer him a chance at redemption. It was really a choice between two evils.
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JaNnatul Naimah
 
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Post » Sat May 28, 2011 9:52 pm

Choices are fine, but please no morality meters.

My character should have free will, not be locked out of certain choices because I haven't "leveled up" my goodness/evilness.
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c.o.s.m.o
 
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Post » Sat May 28, 2011 2:05 pm

So long as they learn from Fallout New Vegas - and I'd be almost certain that they will have, then things are bound to much better than Oblivion
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Georgine Lee
 
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Post » Sat May 28, 2011 9:32 pm

You do know there are other ways to offer a player choice without resorting to a black and white scenario?


I do, and I hope those ways will be implemented into Skyrim.
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Ross Thomas
 
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Post » Sat May 28, 2011 2:35 pm

yes to morale choices and multiple quests decisions and outcomes
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michael danso
 
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Post » Sat May 28, 2011 9:48 pm

You do know there are other ways to offer a player choice without resorting to a black and white scenario?

Tell the devs that.
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Natalie J Webster
 
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Post » Sat May 28, 2011 5:15 pm

Well there is a civil war going on in Skyrim, I doubt Bethesda would pass up this chance to make a more choice-filled main quest by allowing you to side with either competing faction (those for staying with the Empire and those for seceding). Though I'd also like more choices in side quests as well.
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Alex [AK]
 
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Post » Sat May 28, 2011 5:48 pm

Well, they don't have to look at BioWare or Obsidian, the moral choices in original FO3 were not worse AFAIR. Maybe just improve that thing. And in ME2 there was only one "right" way to do everything - the "heroic" one, otherwise some of your teammates will die, and the good/evil thing there wasn't the best.

And yes, the civil war implies choices even in MQ, they just have to implement ones in side quests
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Logan Greenwood
 
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Post » Sat May 28, 2011 9:35 pm

I agree you should always have more choices in a quest. I hated how my female character couldn't side with the Sirens in Oblivion or let Raynil Dralas go if he gives you a certain amount of gold or an item.

The main quest though should always be the same unless you want a situation like the Warp In The West to occur in Elder Scrolls VI.
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Chelsea Head
 
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Post » Sat May 28, 2011 10:23 am

I wanted a character to join Mannimarco. :icecream:
But could'nt. :banghead: :banghead: :banghead:
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Ashley Clifft
 
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Post » Sat May 28, 2011 2:08 pm

While Morrowind and Oblivion gave you total freedom when it comes to movement, exploring and traveling, it really annoyed me that (esp. in Olbivion) you had totally no (moral) choices within quests - you were always expected to blindly follow orders without thinking. Bethesda, would you kindly look at Bioware on how is this done and stop treating us players like puppet dogs?

Just adding back the ability to lie to NPCs would be nice. For example, I would have been so happy to be able to lie in the Chorrol Mages Guild recommendation quest. But instead, once I gave Earana the book she wanted, I go back to Teekeeus and my only option is something along the line of "I did something bad, please punish me.". How about an alternative option like [Lie] "I have spoken with Earana and told her to leave town...and she did.", then Teekeeus tells me "Well done! Here's your recommendation." and I say "Thanks!...you idiot.". Now that would have been fun.
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maddison
 
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Post » Sat May 28, 2011 10:16 am

Just adding back the ability to lie to NPCs would be nice. For example, I would have been so happy to be able to lie in the Chorrol Mages Guild recommendation quest. But instead, once I gave Earana the book she wanted, I go back to Teekeeus and my only option is something along the line of "I did something bad, please punish me.". How about an alternative option like [Lie] "I have spoken with Earana and told her to leave town...and she did.", then Teekeeus tells me "Well done! Here's your recommendation." and I say "Thanks!...you idiot.". Now that would have been fun.


This is huge. One thing I always wanted to do was to "join" the Dark Brotherhood or Thieves' Guild and bring it down from the inside out, bringing information to the guards on the sly.

Instead I had to resort to just slaughtering all the membership and calling it a day.

Whenever you have tow opposing factions, the player should have the option to join either one, or to betray either one, or both... barring extreme circumstances of course.
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JD FROM HELL
 
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Post » Sat May 28, 2011 10:33 pm

Erm..yes? I do enjoy that because it still adds a lot more than nothing at all, which we presently have. If Dragon Age or Mass Effect games didn`t have these nice/neutral/nasty type options in their games, whether through conversation or actions, then your PC character would be rather tedious and devoid of any type of personality. I liked playing a nasty Mage and siding with Morrigan while wiping out the Circle in Dragon Age etc. It`s nice to be an alter ego in your RPG, and actually see events played out through conversation choice or deeds. Something badly missing in TES games.

How is it fake? It`s a step to showing what kind of character you are playing and a chance to actually feel other NPC`s are acknowledging that. TES has nothing even like it, except go and murder someone and join the DB, or get caught stealing and join the Thieves guild. Great.

Even a basic morality choice system with quests still adds variety and choice, more than what we had. Saying you wouldn`t want it because it`s not the way you envisage it is just childish, because don`t hold your breath that BGS are going to make some real deep system with global type consequences - not in Skyrim.

Bioware has the edge over BGS in moral choices and consequences for sure.


I just want choices to actually be meaningful and for there to be a variety of choices not just 'bad - neutral - good' options, because that's very unrealistic. No one really gets faced with just 3 options, each on the far end (or the middle) of the morality scale.

And sorry about that previous post, it came out a bit harsh.
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Cathrine Jack
 
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Post » Sat May 28, 2011 8:57 am

In daggerfalls they had quest like that.(I don't know why they took them off.)

The quest I rember was a shop owner send you to get a item in a dongen.When you come back to town the theives guild comes up to you and makes an offer.

If you give the item to the guild they pay you for it.(But the shop owner will send people after you to get the item back.)
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Kortniie Dumont
 
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Post » Sat May 28, 2011 7:50 pm

Oblivion had a few quests to have choices in. More than I think Morrowind had, but I could do with more choices, but for the most part, it wasn't a puppet, it was because there is no better alternative for the quests. Say the quest requires you to save someone that is kidnapped, what are the choices? Save them and get the reward or don't save them and get nothing... Not much of a choice.

Alot of the time you could not even say no to a quest, that made no sense. More choices like Fallout would be great.
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Kelly Osbourne Kelly
 
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Post » Sat May 28, 2011 4:07 pm

I like choices, but I'm not interested in Moral choices as much as just choices. Different paths to the same ending.
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:)Colleenn
 
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Post » Sat May 28, 2011 11:46 am

On side quests...I love choices. But on the main quests, no. It just makes it over all shorter.
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Kerri Lee
 
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Post » Sat May 28, 2011 1:52 pm

On side quests...I love choices. But on the main quests, no. It just makes it over all shorter.


How does having choices in a main quest make it shorter? If anything it'd make it longer by making you replay it again later to see where the path you passed up the first time leads.
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Cash n Class
 
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Post » Sat May 28, 2011 7:48 am

Will layering be back i.e. MORROWIND?
I would like a ton of varied choices for all quests now matter how trivial in the same vein as New Vegas.
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M!KkI
 
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Post » Sat May 28, 2011 10:52 am

Would you kindly produce a story as good as the game I and the op are referencing
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Kortknee Bell
 
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Post » Sat May 28, 2011 8:31 am

Would you kindly produce a story as good as the game I and the op are referencing

I am not sure what you mean but the story in Red Dead Redemption was outstanding.If that is not what you meant my apologies.
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celebrity
 
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Post » Sat May 28, 2011 1:09 pm

I am not sure what you mean but the story in Red Dead Redemption was outstanding.If that is not what you meant my apologies.


I wasn't bolding out that phrase in the first post without a reason, it is totally relevant to this topic and everyone who played Bioshock will notice the reference.

Here's an explanation (beware - major Bioshock spoilers in link below) to those who don't understand it:

http://bioshock.wikia.com/wiki/Would_you_kindly
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Noely Ulloa
 
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Post » Sat May 28, 2011 9:48 am

I agree, i always felt "forced" into most dialogue response. My character should never ask for a reward, and always try to do her best to help others without expecting anything in return. Yet when i get "Whatever, i just want the reward" as a response, it ruins the whole feel.
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TOYA toys
 
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Post » Sat May 28, 2011 11:42 am

I agree, the focus of an RPG should be roleplaying, that's kind of a no brainer. With such limited choices it's very difficult to actually roleplay when what your character would do either doesn't matter or isn't possible.
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Kelly Tomlinson
 
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