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If it's just a side quest, it's fine. If it is part of the main quest? Then we have a problem.
Why?
If it's just a side quest, it's fine. If it is part of the main quest? Then we have a problem.
I'm guessing you are referring to Act 2, which is the largest example of "choice and consequence" in the game since it actually has a very big effect on the game. If you are referring to something else then I guess I did misunderstand you.
As a writer, I can't wrap my head around it.
I put it to you that this is, in fact, the heart of the problem.
I am referring to Act 2, yes. Like I said, I do not want to be forced to replay the game in order to see the entire story.
I'm assuming your reaction was because I put Dragon Age 2 and The Witcher 2 in the same sentence. I was not saying that one had more meaningful choices over the other. I was saying that kind of storytelling narrative in video games is stupid. As a writer, I can't wrap my head around it. It took balls, that's for sure, but I don't think it is the right path that games should be going down.
I get the wholething, but that really doesn't answer my qualm.the endings are Akane using the fieldI guess what I'm getting at is that the choices the game did you make didn't really work with the consequences sometimes.Akane could influence Junpei, but how does that stop them from finding Clover's body or Ace from being the one to pick up the cards in door 6?
To be honest, as much as I loved the game, I thought the points with the least emphasis on theepmode said:And this is why this game is ultimately awful nonsense. It was really good until I started unraveling the true ending though!
That's a large chunk of it.
But like I said. I don't like it when a game doesn't give me the full story on the first run. It would be like having to do Chrono Trigger's New Game+ in order to see the lizard folk.
So please don't act like it's because I'm a writer or anything else that I didn't like the game. If I didn't like it, I didn't like it. It's not like I would magically like it if I were not one. That's just condescending.
definitely agree.It's probably because bad endings are typically half-assed. No one likes a bad ending, but if they were as developed and interesting as the true endings, I think most people wouldn't feel they wasted their time.
Fixating on the idea of there being a single "full story" in an interactive non-linear narrative just seems to be missing the point of the medium.
Bethesda games are horrible for any narrative let alone non-linear ones.But there always has to be some form of linearity to it.
Even Skyrim has a main quest that you can't just skip.
But there always has to be some form of linearity to it.
Even Skyrim has a main quest that you can't just skip.
Bethesda games are horrible for any narrative let alone non-linear ones.
Yes, but why couldn't other pieces be added and removed from the main quest based on your actions? And I don't mean side quests. There could easily be multiple paths to complete or not complete the main goal of the game.
No it kind of is the point. Almost the entirety of the games industry treats video game narratives like movies. They all lack vision for what the medium could do. Bethesda, despite having huge hand-crafted worlds, still relies on the industry standard for storytelling so when you say "even Bethesda" that really doesnt mean anything.That wasn't the point.
They all lack vision for what the medium could do.
Okay.
If we're going to move this side topic into the realm of what games could do instead of what they are doing, I can't be a part of it anymore, because that wasn't my side of the discussion in the first place.
Signing out.
Not to be an ass, but we're talking about something that actually exists. We're not discussing what could have been done.
Absolutely. You can play X-Com for 60 hours and, because of your poor choices earlier on, find that you're completely screwed. I think that's great, personally.
I sort of agree.
While I do not disagree with multiple endings, I do disagree with the current trend of Branching Plot. This is why I disliked The Witcher 2 so much, and what I think the Dragon Age series has done very well (although, it's going to take DA3 to really see).
If the game forces me to replay it - and replay it differently - in order for me to see the entire main story, then that is a badly designed game.
There's nothing wrong with bad endings perse, but I just don't trust developers. They have a special kind of logic, I just don't understand. Where you just do something insignificant and it leads to a bad ending. It should be somewhat clear what my choice entails.
Forecasting that 'THIS IS GOING TO BE AN IMPORTANT STORY EVENT' is bad too though. you're basically asking to be told the story before you play it so you can get the ending you want. That's not how it works for anything else so why should it work that way here? I think there ought to be a tone set by your actions that is reflected in the path your character takes, that is to say no surprises out of left field, always prepare the audience etc etc. If you play a character trying to be a good guy and help people but the plot twist is that these people you're helping are actually fantasy space nazis and really you'd be doing the world a favor by not helping them, then THAT concept needs to weave it's way into the game world before you get to 'the twist'. To have a prompt when you got save one of these space nazis that says "ARE YOU SURE YOU WANT TO SAVE THIS GUY? IT'S KIND OF A BIG DEAL" sort of ruins the moment.
Valkyrie Profile has 3 endings, but only one is satisfying and you pretty much need a FAQ to get it. I would hate if games did more of that.
I kind of like the idea of subtle things changing like in FF7 with Don Corneo or the Golden Saucer date. You still get a main focused story but you also get a couple scenes that play out a bit different depending on your choices.
Overall, I prefer a set story arc, but if certain scenes changed based on my interactions with characters throughout the game (but didn't mess up the main story), I would be fine with that.
Fair point, but look at it from the other side of the spectrum. I'll use the Witcher 1 as example act1 and 2 spoiler:Forecasting that 'THIS IS GOING TO BE AN IMPORTANT STORY EVENT' is bad too though. you're basically asking to be told the story before you play it so you can get the ending you want. That's not how it works for anything else so why should it work that way here? I think there ought to be a tone set by your actions that is reflected in the path your character takes, that is to say no surprises out of left field, always prepare the audience etc etc. If you play a character trying to be a good guy and help people but the plot twist is that these people you're helping are actually fantasy space nazis and really you'd be doing the world a favor by not helping them, then THAT concept needs to weave it's way into the game world before you get to 'the twist'. To have a prompt when you got save one of these space nazis that says "ARE YOU SURE YOU WANT TO SAVE THIS GUY? IT'S KIND OF A BIG DEAL" sort of ruins the moment.
Fair point, but look at it from the other side of the spectrum. I'll use the Witcher 1 as example act1 and 2 spoiler:You are just following the main quest in act 1 meet an arms dealer he needs some time to get ready inside his house. Then you seem some elves here to pick up their weapons, they seem to have an agreement with the arms dealer. You are presented with 2 choices. Kill them or let them take the weapons they paid for. There's nothing that indicates that they are bad next to unproven rumors. I let them take the goods, since as a Witcher it's not my place intervene with the general populace without a good reason. Later the arms dealer does indeed confirm they had a deal. All is well, then you are the next act you are trying to solve a murder you need to talk to someone who might prove critical to solving the case. You find out he was killed by those elves who you sold the weapons to. Next the screen fades and goes into an internal monologue how "I" as a Witcher shouldn't interfere with the general populace. This made me go fuck you game, I did exactly that and not interfere, but somehow that's wrong? Really? Choices for the sake of being random might as well not be a choice at all. Since either choice has a random effect what's point? If choice means something random happens why even present a choice at all since it means random shit anyway. I want to be hero and have the power to decide things.
The Witcher 2 was great at not doing that. At the end of the game on my first playthroughBut ME is just the example here. Generally, the problem with supposed "freedom" in this generation of games is that designers and script writers still feel the need to funnel the player down a narrow corridor to insure that they either feel like a heroic bad ass who saves the universe with his gun/sword/gunsword, or a bad ass bad ass who saves the universe with his gun/sword/gunsword.
I believe Suikoden 2 does this.
After you run away about halfway through the game, your army comes back to get you. They tell you to come back, and you get what looks like a communist choice, but apparently if you say no enough times, they actually take that for an answer, they leave disgusted with your character and the game goes to sad credits over a shot of a log cabin in the woods.
Persona 4 does this in kind of a mean way.
You let some dudes have some swords what's random about them killing someone with them
Random in the sense you never know what any choice does. You are never informed what they wanted to do with the weapons. You are effectively removing power from the player by doing this. While it's great for life lessons and such, that you never know what each choice does. While some people might enjoy that, but I like to have control and be the hero in my games. If your choice being a dick or doing the right, but bites you in the ass anyways. Is it really a choice if both choices have bad endings? That's not control to me. That just means I have a certain effect on the world, but am never given the chance to do the right thing.
Yeah, but for a game that present choice, I'd like at least like to have the choice to do the right thing. It doesn't have to be clear as day, but at least some direction would be nice. The Witcher(from what I played) only presented you with the options to be bad, or think you are doing the right thing, but after carefully examining the world it's a dick move anyway. The game refuses to give you the option to do the right thing. Which makes it a pretty linear experience for me. You are never given the satisfaction that you are doing the right thing except for the places where the game is linear and makes the choices for you.So it sounds like CDProjekt did a good job of making you feel what Geralt does constantly.
Yeah, but for a game that present choice, I'd like at least like to have the choice to do the right thing. It doesn't have to be clear as day, but at least some direction would be nice. The Witcher(from what I played) only presented you with the options to be bad, or think you are doing the right thing, but after carefully examining the world it's a dick move anyway. The game refuses to give you the option to do the right thing.
Yes, but my point is that it's not really good expression of freedom and choice. Since all the choices are pretty much designed to make you feel like shit.Yes, which is completely appropriate to a game about a Witcher. I'm sorry it didn't resonate with you but in this instance here you're complaining about a very deliberate choice by the developers which is used to elicit a particular response from the player.