Phelot
Arcane
- Joined
- Mar 28, 2009
- Messages
- 17,908
I've been playing Drakensang: The River of Time and I've been enjoying it, but I've noticed an annoying trend that I've seen in other games, as well. RoT has a lot of nice choices to make and I must admit that the consequences aren't always apparent, the choices are so obvious that the game might as well be telling you to press a, b, or c.
What I mean is when I am faced with, for an example the river pirate and elven village conflict, each party member mumbles about how they'd do it, making it blatantly obvious what the choices are. Instead of thinking as a player, that maybe I can negotiate with the pirates or use cunning against them, I'm told right from the get go what I should do for each choice.
I saw the same thing in The Witcher where choices seemed to be this grand stand event that boiled down to choosing between two dialogue choices with obvious outcomes.
As an opposite example, I'd like to mention Fallout 2 and it's crime families in New Reno. While the consequences essentially boil down to which families hate you and it was certainly cheesy, it still had the sort of basic yet fun C&C I'm looking for, namely the ability to get as much or as little info about a situation as I want, potentially make enemies with people that might have had quests, and potentially have entire areas hostile to me.
In the end, your choices there effected the whole of Redding, shit in NCR, IIRC Vault City, as well as a number of quests within New Reno.
I'm not holding FO2 as the pinnacle of C&C, but as I mentioned it's what I look for in a game, not hand holding and tutorial like comments from my companions.
So, what do you guys look for? Is choices enough for you? Do you mind it being spelled out or do you prefer discovering it?
What I mean is when I am faced with, for an example the river pirate and elven village conflict, each party member mumbles about how they'd do it, making it blatantly obvious what the choices are. Instead of thinking as a player, that maybe I can negotiate with the pirates or use cunning against them, I'm told right from the get go what I should do for each choice.
I saw the same thing in The Witcher where choices seemed to be this grand stand event that boiled down to choosing between two dialogue choices with obvious outcomes.
As an opposite example, I'd like to mention Fallout 2 and it's crime families in New Reno. While the consequences essentially boil down to which families hate you and it was certainly cheesy, it still had the sort of basic yet fun C&C I'm looking for, namely the ability to get as much or as little info about a situation as I want, potentially make enemies with people that might have had quests, and potentially have entire areas hostile to me.
In the end, your choices there effected the whole of Redding, shit in NCR, IIRC Vault City, as well as a number of quests within New Reno.
I'm not holding FO2 as the pinnacle of C&C, but as I mentioned it's what I look for in a game, not hand holding and tutorial like comments from my companions.
So, what do you guys look for? Is choices enough for you? Do you mind it being spelled out or do you prefer discovering it?