Would've you want choices that may change the game experienc

Post » Wed Aug 11, 2010 2:38 am

Would've you want choices that may change the game experience, like if you do a quests for a royal soldier in town where you are asked to kill a leader of a "gang" but when you find this leader, you learn that they are only figthing for freedom as their friends and family has been taking as slaves to work in a mine. So what do you do?

Help the man save his friends and family from slavery or take him down and collect a handsome sum of gold from the royal soldier.

Now when you decide and follow your choice... It would also impact the gameplay in the future such as, if you did help the "gang" they might take on a full attack on the city guards in that town and maybe they won and the town become more alive and free, rather then dark and grim, ruled by the town knigths.

But I think there should be.more.options that isn't black and white.

I did a bad example, I'm sure you guys can do better.

What do you think?
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Kelly John
 
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Post » Wed Aug 11, 2010 10:02 am

yes
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Rob
 
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Post » Wed Aug 11, 2010 7:04 am

Maybe you decide to let a girl go free. A girl who tried to kill you for gold that you caught up with as she tried to flee after a fail attempt to take your life. Or do you take her in, let her go in jail.. Who know what your decision will be, maybe she will murder somebody else for gold if you let her go, maybe not.

Maybe she will be shocked by your kindness and save your life later in the game, assist you in the woods.

Maybe she will move in with you, be your girlfriend.

These choices, options do I feel belong in a RPG like Skyrim. why not.
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JUan Martinez
 
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Post » Wed Aug 11, 2010 3:40 am

hell yes
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lolly13
 
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Post » Wed Aug 11, 2010 1:26 am

Sort of like the quest in Fallout that gave you the option to disarm the bomb in Megaton or detonate it.

Yeah, I'd like things like that.
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Ben sutton
 
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Post » Wed Aug 11, 2010 10:12 am

Well, that's what RPGs are supposed to be about, moreso than stats or exploration or choosing your character's appearance. So yes. I'm very happy to hear that they're trying to focus on branching choice/consequence trees for all of their major quests, and I can only hope that they've improved in this area. Since they've confirmed that there's a significant amount of new blood working on the game I think it's possible.

And moral ambiguity? Yes, please. The Witcher and its sequel did this incredibly well. No clear-cut good guys or bad guys. Everyone had their own agenda, their own ideals, their own sins, and who was "right" depended entirely on your perspective. I'd love to see such choices in Skyrim. I can imagine a scenario in which you come across an injured snow whale that a number of people are interested in, for various reasons ranging from idealistic to practical to downright nefarious. Saving the poor thing from those who'd want to kill it will make you feel all warm and fuzzy inside and perhaps earn you brownie points with the (most likely pointy-eared) hippies who value saving the snow whales over profit, but the inhabitants of the downtrodden village who wanted to kill it for food will have a much harder time making it through the harsh winter. The Commona Tong thugs who want to cut it open and harvest its "joy snow" to sell to addicts and alchemists alike can reward you handsomely, and they inform you that a large part of the money they make goes to finance the Dunmer resistance effort in Morrowind. However, the whale's meat will be poisoned by the process, becoming useless to the villages, and you might earn the ire of the law or maybe those whale-loving hippies (who may in fact be bow-wielding Bosmer who have no qualms about killing and eating you). And as for those villagers? Yeah, the poor snow whale has to die, what a shame, but they'll be able to eat, and perhaps in a few weeks' time they'll send you a nice gift as thanks, which Radiant Story will suit to your tastes. And of course your relations with these various factions would carry weight that lasts for a good long time. If you're supposed to be an enforcer for the Dunmer mafia then you could make an enemy or two if you deny them their harvest. Kill the thing and you'll be marked for revenge by Elf Greenpeace or whatever, and might have some troublesome random encounters in your future. Let it live and the villagers will spread word of your stupidity and selfishness, perhaps making you deal with some cold merchants whose prices seem to mysteriously be higher for you.

I can only hope for something like this.
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Queen of Spades
 
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Post » Tue Aug 10, 2010 10:15 pm

Heck yeah. Every RPG player loves that kind of stuff, right?
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Andrew
 
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Post » Wed Aug 11, 2010 8:47 am

I agree that this is an area where the Elder Scrolls series could be improved, I'd like to see more choices during quests and have them having some sort of concequence later on. Though I hope Bethesda can avoid what happens in some games when they try to do "moral choices", which is to say you're either a saint, or you're eat kittens for breakfast while laughing evily level of cartoonish evilness. There should be some room for a middle ground that doesn't depend upon awkwardly shifting between the two, and preferably, I should actually have to think about choices before making them rather than it being "If you're good you do this, if you're evil you do that." To use a Bethesda game as an example, the quest involving the bomb in Megaton is something I'd like to avoid, because there's really no need to think about it, if you want to be good, you disarm it, if you want to be evil, you blow it up. The Tennpenny Tower quest was a more well thought-out example of a moral dillemma as while pursuading the original inhabitents to let the ghouls in seemed like the right choice at first, the results of it led to them killing everyone else in the tower. And now, most of the residents of Tennpenny Tower were not exactly the most likable characters in the game, but I hadn't meant for them to die when I first took that option. Knowing that even when you try to do the right thing, there can be concequences that you might not have anticipated helps to encourage one to think more before making choices.
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Vahpie
 
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Post » Wed Aug 11, 2010 10:03 am

Sort of like the quest in Fallout that gave you the option to disarm the bomb in Megaton or detonate it.

Yeah, I'd like things like that.


Well that choice was more black and white, I would like grey areas where what seems to be the right choice could actually end up bad for you and cities. For instance you show mercy to a bandit and that bandit starts a gang and starts raiding villages and becomes more and more of a problem.
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Mizz.Jayy
 
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Post » Wed Aug 11, 2010 11:56 am

Honestly, it'd be nice to have a variety of games..... everything these days is "morally grey", grimdark, ambiguous, "real is brown", blah.


Be nice to mix it up once in awhile with a good, traditional "I'm a HERO, dammit!" game. :)
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Farrah Barry
 
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Post » Tue Aug 10, 2010 11:20 pm

I concur.

Everything these days is morally grey? Everything is boringly black and white.
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Tasha Clifford
 
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Post » Tue Aug 10, 2010 10:48 pm

Honestly, it'd be nice to have a variety of games..... everything these days is "morally grey", grimdark, ambiguous, "real is brown", blah.


Be nice to mix it up once in awhile with a good, traditional "I'm a HERO, dammit!" game. :)

I agree. I'm all for some morally grey quests and options, but give me significant opportunity to be an actual hero or villain too. Too many of those and the stops being satisfying and starts being annoying and frustrating. I have my own story and motives in mind, let me make good/neutral/evil decidions on a character by character basis. Sometimes I want to play a game set in an Ideal world rather than the Real world.
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Jack Bryan
 
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Post » Wed Aug 11, 2010 11:55 am

Well that choice was more black and white, I would like grey areas where what seems to be the right choice could actually end up bad for you and cities. For instance you show mercy to a bandit and that bandit starts a gang and starts raiding villages and becomes more and more of a problem.

I agree with you there, I like to see more grey area choices rather then simple black and white because we all know the world isn't just black and white.
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stacy hamilton
 
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Post » Wed Aug 11, 2010 3:13 pm

YES, please !!
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Alan Cutler
 
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Post » Wed Aug 11, 2010 10:19 am

As was stated above me, I wouldn't mind some decisions like Megaton.
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Janine Rose
 
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Post » Wed Aug 11, 2010 7:03 am

"Would've you want choices that may change the game experience? Choices, consequences, moral, grey area"

I'm playing a role-playing game.
So yes.
Yes I do.
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SamanthaLove
 
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Post » Wed Aug 11, 2010 7:00 am

Why not? adds more of a role-playing concept to the game.
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Mashystar
 
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Post » Wed Aug 11, 2010 3:25 am

"Would've you want choices that may change the game experience? Choices, consequences, moral, grey area"

I'm playing a role-playing game.
So yes.
Yes I do.

But we didn't get these options in Oblivon.
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Queen Bitch
 
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Post » Wed Aug 11, 2010 2:31 pm

Yeah I can get into having more morally challenging quest options. I usually only pick the "good" or "neutral" options and keep them (sometimes i pick the bad just to see what happens and re-load). The thing that I HATED about a different game that had these types of choices is that you couldn't get the uh.. good end if you weren't always one way or the other. I think that is a terrible decision, and when I found out that it would be impossible to get the best ending I completely lost interest in finishing.

That being said, I don't think Skyrim will really have choices like that. Mainly because I am talking about the main plot of a game that has an end and not an elder scrolls main quest. But also because the elder scrolls are all about freedom, and limiting your ability to do things is unusual. The Shivering Isles is a good example of two (or more) different routes to the same destination, which I have to say I prefer.
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john palmer
 
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Post » Wed Aug 11, 2010 12:14 am

Sure, why not.
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Brentleah Jeffs
 
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Post » Wed Aug 11, 2010 12:03 pm

But we didn't get these options in Oblivon.

Oblivion is not an RPG in my eyes.
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Lynette Wilson
 
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Post » Wed Aug 11, 2010 9:53 am

I've always wanted as many choices as possible. In past games we have had choices but more would be better. We've had the choice to lie and say we killed someone when we really just allowed them to move away and say we killed them. There were many more choices we had in past games but I would like even more. Choices and consequences add much to an RPG. And while I'm at it I will throw in my desire for more diplomatic choices which are sorely missing in most games.
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priscillaaa
 
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Post » Wed Aug 11, 2010 12:00 pm

I wouldn't mind as long as this is only an option for sidequests, and there should be lots of "gray" choises.
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des lynam
 
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Post » Wed Aug 11, 2010 11:37 am

Should put in a poll, would get the record for the most overwhelming majority of yes votes ever.
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cosmo valerga
 
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Post » Wed Aug 11, 2010 10:16 am

Oblivion is not an RPG in my eyes.

as long as its Role-playing first person its an RPG to me Oblivion or not
Halo and CoD first person shooter.
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Baby K(:
 
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