ERYFKRAD
Barbarian
- Joined
- Sep 25, 2012
- Messages
- 28,368
Nah, too much work.Or just use the console to add them.
Nah, too much work.Or just use the console to add them.
But,but that is half the game.....Nah, too much work.Or just use the console to add them.
Work, or the console?But,but that is half the game.....
I see many people cite Age of Decadence but to me it looked like a game with little choice. At least in the beginning you are slave to your stats, there's a very narrow path of right choices that are allowed by your social skills. Maybe it opens up later but I couldn't play it for long as the writing was atrocious and the game very much relied on said writing - the part where you pretend to be helping with ancient underground machine and kill lots of people by exploding it was a wall of text with no interaction and it's even worse than Numenera's verbose chosse-your-own-adventure segments.
None. As soon as you turn it into "a system", you've already failed
There are only a handful of scenarios where failing a stat checks equals instadeath, and that is usually you're doing exceptionally risky things, like breaking into the castle / sneaking past a shitload of guards or a rogue trying to steal things with low perception / no traps skill. For the most part, failing a skill check is not game over. You might not be able to avoid a combat encounter or trick someone into giving you money, but the game goes on. So rather than getting irritated when your character can't do backflips with 5 dexterity or trick someone with a streetwise skill of 2/10, you should see the failures as an opportunity for replay (next time I'll build a character who specializes in this & that).
Now you may see it as being a "slave to stats" but I see it as being an actual roleplaying game. If you could simply do whatever you wanted then it would be a COYA / visual novel. This is not to say that AoD did C&C perfectly and I would have liked to have even more options in some cases... But i wish there were more RPGs like it where your stats actually matter, how you build your character matters and the choices you make do something more significant than increase your gold a bit.
buru5 You conveniently forgot to mention that you are stuck at level 1 perpetually and cannot even engage in combat with random mobs and animals without all the NPCs scolding you for it.
The community is of extremely dodgy quality though. And it's pay2win of the worst kind.buru5 You conveniently forgot to mention that you are stuck at level 1 perpetually and cannot even engage in combat with random mobs and animals without all the NPCs scolding you for it.
There's no leveling system, it uses a system of itemization and currency to determine your standing and influence on the world.
And you can kill with relative impunity if you take the Mafia boss job, but you usually have to be born into this position. Law officer, solider, and a few other jobs allow you to kill as well.
The community is of extremely dodgy quality though. And it's pay2win of the worst kind.
I don't know where you get that a choice has to be binary, either. Purely binary choices are often a poor implementation of C&C, there should be more than two ways to resolve many situations.
The common implementation is making a series of binary choices. The idea is players want choice, but not too much choice. And they usually want it to be either clear (Eat baby/spare baby; nuke the city/defuse the bomb; stealth through enemy lines/kill everyone) or hard and ambigous (Kaidan/Ashley dies). Thus your choice feels very railroaded. You chose between two clearly explained roads. Thus to me it feels no better than a linear RPG, it's not my story, it's a story of my friend who sometimes calls me and asks which of two alternatives would I chose in a specific situation. Morrowind or even Skyrim don't have that problem as you're really defined by your action. Most of it happens in your head as the game doesn't react much. But you don't have a choice between Fighters Guild and Mages Guild; you choose how much you're involved in those guilds and when it happens. Are you a rookie trained by the guild and uplifted by it? Or are you a powerful archmage who decided he can also try to train his body? Or are you a cynical guy who is in it just for the money? The game doesn't tell you and rarely locks you out of decisions, and as you very rarely have to chose one of several opportunities your story feels more significant. Yes, the game doesn't notice your actions, but when you clearly chose not to deal with Fighters Guild it's because you don't want to, not because you just walk the Mages Guild road the game gave you.
If you have high wealth and suffer from the depression status effect, you aren't playing it right. Death is annoying since it wipes all of your progress and nobody has developed a way to stop aging, but the way you deal with it is by beating the game before it becomes an issue.There's no winning, it's all relative, even at the highest levels of wealth you still need some sort of medical help to avoid crippling depression and death. Its difficulty is legendary.
Certain enemies show up if you don't kill them in previous missions. Some characters are encountered on multiple occasions which allows you to form evolving long term relationships that can be chummy or antagonistic. Your choice of allies affects the resources available to you, letting you access places unnoticed or call in fire support for example. Alpha Protocol does a really good job of putting you in the role of a rogue agent who has to build their own network.I've played Alpha Protocol exactly once. I knew there are lot of choices made along the way, but to me it didn't feel at all that my actions decide anything.
If they did, it was something very subtle and behind the scene. I can only specifically remember Albatross guys - I had a possibility of pissing them off and I didn't and later they were visible not pissed off.
I've also noticed that many of my dialogue choices and mission completion gives me specific bonuses. That felt very appropriate, too bad we don't see it even in games that rely on character self-expression - would've looked great in modern BioWare games. They had a thing like that in Jade Empire, where your decisions gave you training with very small bonuses. There's also a little of this in Pillars of Eternity. And Tyranny too, that was a good fusion of C&C and gameplay.
So what did I miss in Alpha Protocol?
None. As soon as you turn it into "a system", you've already failed.So what are examples of good Choices and Consequences system?Haha, what the fuck, I don't even know what to say. Tyranny was insanely railroaded, with forced choices and mutually exclusive tracks all over the place, where you had to act in completely nonsense ways to change tracks, and the shifts felt about as organic as a 9mm lead bullet to the sternum.Tyranny had some pretty good c&c.
The only cool thing Tyranny did in the department of C&C was the conquest of the tiers before the game started. That was a pretty cool thing, but that is really not more of a real "choice" with real "consequences" than the choice of character. Once it's set, it's set, it's a number of flags on a switchboard outside of the game proper.
Don't get me wrong, it was cool, but does it mean that Tyranny had good C&C? Haha, no.
The NPCs who were integral to the main quest were marked with an "essential" flag in the game's data, which meant that killing any of them would result in the appearance of a message "With this character's death, the thread of prophecy is severed", even if you had already completed the relevant portion of the main quest concerning that character and therefore could, in fact, continue the main quest despite their death.IIRC, in Morrowind, you could kill anyone. It's just that if you killed certain people at certain times (some of the at any point) the game told you that you felt that the strands of fate had been broken - meaning that the main quest had likely been irrevocably compromised.
Certain enemies show up if you don't kill them in previous missions. Some characters are encountered on multiple occasions which allows you to form evolving long term relationships that can be chummy or antagonistic. Your choice of allies affects the resources available to you, letting you access places unnoticed or call in fire support for example. Alpha Protocol does a really good job of putting you in the role of a rogue agent who has to build their own network.
Basically, yes. The character's motivations and choice of allies may be different, but you're still going to have to go through an abysmal hour long combat sequence and fight a Metal Gear Solid boss before riding off into the sunset. Even if you cut a deal with the bad guys.Certain enemies show up if you don't kill them in previous missions. Some characters are encountered on multiple occasions which allows you to form evolving long term relationships that can be chummy or antagonistic. Your choice of allies affects the resources available to you, letting you access places unnoticed or call in fire support for example. Alpha Protocol does a really good job of putting you in the role of a rogue agent who has to build their own network.
But do I understand correctly it all ends in the same way - you fight the organization that hired you in the first place and become a lizard king yourself?
I might've been running a mod/fan patch that removed the flags under certain circumstances, then - I haven't played Morrowind in a very long time.The NPCs who were integral to the main quest were marked with an "essential" flag in the game's data, which meant that killing any of them would result in the appearance of a message "With this character's death, the thread of prophecy is severed", even if you had already completed the relevant portion of the main quest concerning that character and therefore could, in fact, continue the main quest despite their death.IIRC, in Morrowind, you could kill anyone. It's just that if you killed certain people at certain times (some of the at any point) the game told you that you felt that the strands of fate had been broken - meaning that the main quest had likely been irrevocably compromised.
I came here to say Alpha Protocol.Alpha Protocol nailed c&c
The Age of Decadence is another good example.
You could still continue the MQ even if you had not completed the relevant portion. The backpath requires exactly one NPC to be alive (and it's not Vivec). Even if you kill this NPC before completing the backpath, the way Morrowind mechanics work ensures you can still complete the MQ if you have metaknowledge of what you need to do, or if you can figure it out from the (many) sources available in-game.The NPCs who were integral to the main quest were marked with an "essential" flag in the game's data, which meant that killing any of them would result in the appearance of a message "With this character's death, the thread of prophecy is severed", even if you had already completed the relevant portion of the main quest concerning that character and therefore could, in fact, continue the main quest despite their death.