shihonage
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I have rarely, if ever, seen a game that offers more than token diverence from one, maybe two, possible branches. Even some of the Codex's most cherished games really diverges very little, contentwise. You have, at most, maybe a half-a-dozen possible ends, most of which diverge only slightly in terms of the main plot, where you did one sidequest differently, or resolved the end by saying different things, and maybe getting a different end battle as a result.Norfleet : Eh. Have you been conditioned by Mass Effect? Because you assume a ton of linearity where there isn't necessarily much.
Did you rush all your characters in WoW to level cap as fast as possible?
If you did, then there's not much that will get through to you.
To me, the process is about the journey more than the destination. Because that's where you'll spend 99% of your time. Not masturbating to different states of the ending, but PLAYING THE GAME.
Fallout 1/2 opened up a great deal of potential in regards to a world that is a sum of flexible modules, and even if individually those modules offer limited outcome, the overarching effect becomes "dithered", as in, you start to see the forest instead of the trees. The overall feeling of freedom is there, because you have a variable set of interactions with variable outcomes, which manifest through player skills, dialogue, and multiple approaches to quests.
Realistically, as long as the game doesn't make you facepalm as you realize that NONE of your choices are something you would like to do or say, it is a grand fucking success. Because overwhelming majority of RPGs make me facepalm in this exact fashion, but Fallout did not.
Compare that to, say, the way a Paradox game can unfold completely differently if you reload from a mid-game save after reaching an ending: You will almost certainly make completely different choices, and not simply because you wanted to "See the alternate ending" or because some random element just didn't go your way. Something completely different will happen, and yet none of this will be "wrong", unlike RPGs, where failure to reach a given outcome is either because you chose specifically to do something different at a fixed branch point, or because you screwed something up (or unscrewed something up that you previously screwed up).
RTS can survive on mechanics alone - it has no obligation to give a meaningful written narrative to player actions. In an RPG, narrative is a mechanic that has to be interwoven closely to everything else. As long as we don't have AI that can imitate a live human dungeon master, there will be a multitude of limitations imposed on the game's mechanics so they play nicely with a dungeon master that CAN actually be coded to be functional.
Consider the one of Codex's favorites: Arcanum. There's a lot of different mini-branches, ways to resolve or not resolve a quest differently, and your decisions are ultimately acknowledged in the epilogue...but you're still essentially on a railroad: You go from A, to B, to C, deciding what to to do or not do along the way, and you cannot really deviate from the final outcomes. The final confrontation always unfolds in the same place, etc, and you never truly define your own goals. Each and every outcome is essentially a multiple-choice prompt predetermined in advance. You can pick from the set of options, but you cannot create any.
Can't speak of Arcanum, because the game turned me off from the very beginning and I never played past that. But Fallout formula is not a railroad. Your experience is always different, even if it ends up with just a couple of choices in the very end. And as I said before, obsessing about the ending alone is kind of stupid.
Yes, it is possible to use the same modular approach used for the rest of a Fallout game, and have a whole fuckton of endings taking place in different locations with different NPCs involved. It's not a limitation of AI, it's just a question of development resources and being able to maintain a strong narrative. And at the moment, it doesn't seem quite worth it, considering how every RPG these days fails horribly at learning lessons of Fallout - long before getting to the ending.