poetic codex
Augur
- Joined
- Aug 14, 2010
- Messages
- 292
Baron said:By obscuring the consequences it's going to lead to annoyance as the player and creator interpret their actions differently, just like scripted Alignment changes...
Good points, and I hate scripted alignment changes with a passion. I agree that the player should definitely have some vague idea of how an action is going to turn out.
In defense of my firewood example, I did call the law arbitrary, and I did call the king whimsical. Arbitrary laws and whimsical kings do exist.
One way around this is to store data from their action and have the consequence (training from a master) at a much later stage; players are less likely reload back 30 minutes but they will for two minutes.
I really love this idea as a way to keep players from reloading to try out all the different outcomes. Much better than a checkpoint-save system.
I think it should be implemented only for some scenarios though, and not all. I think the consequences should be immediate for some situations, and we will just have to trust the player to have some self-control (This is a vain hope, I know :p )
Back on Skills, you could store data on every time a PC chose a particular skill...That's my envisaged world, and it's fucking beautiful.
Did you read the progression system I proposed on the bottom of page 1? Your idea here sounds a bit like the Morrowind "repeated-use" system but with a twist. I personally would want to get rid of any trace of numbers-based progression, but that's just me.
In Dragon Age, they experimented with obscuring the exact numerical values of certain abilities, but the number-crunchers were pissed, and people demanded a manual that spelled everything out. That's probably the biggest obstacle to making a game without a traditional numbers-based system. Many people still love the old style and maybe it's only a few of us who have grown tired of it.