Good Old Games
Donate to Codex
Putting the 'role' back in role-playing games since 2002.
Odds are, something you like very much sucks. Why? Because this is the RPG Codex
News Content Gallery People Games Companies  
Forums About Donate RSS Contact Us!  

Persistent C&C in Alpha Protocol

Visit our sponsors! (or click here and disable ads)

Persistent C&C in Alpha Protocol

Game News - posted by VentilatorOfDoom on Tue 16 March 2010, 10:02:37

Tags: Alpha Protocol; Obsidian Entertainment

Obsidian Entertainment decides - what a surprise - to utilize the concept of *persistent C&C*. Which basically means that the consequences to your choices in the game will be reflected in a sequel.

Alpha Protocol is a game about choices, choices which will not only affect the game's end, but many of the events leading up to its conclusion. It's not the first game in this style to do this; BioWare's popular Mass Effect comes to mind.

"We've been working on this game for four years," he tells me, "so even before Mass Effect came out we were talking about these kinds of issues. I think every game is taking choices in a different direction. What we try to do is we have conversations, and depending on the choices you're going to see your reputation change. It's not this grand 'good or bad' scale; you're going to see different reputations with each person."

I predict that you're going to have a laptop in Alpha Protocol 2 and you will receive all this *consequence* - emails as reaction to your choices in AP 1. Sounds persistent? Well, it is.

Spotted at: Gamebanshee

There are 29 comments on Persistent C&C in Alpha Protocol

Site hosted by Sorcerer's Place Link us!
Codex definition, a book manuscript.
eXTReMe Tracker RSS Feed
This page was created in 0.033841848373413 seconds