4. Now we come to my personal favorite structure. The goal-based structure.
You make 80 hours worth of gameplay, player only sees 40. That's cool and all, but let's be realistic, we got a product to make here, we gotta pay the bills, etc.
In a world of unicorns, you can do that. In the real world, getting to choose between two cities at the beginning of W2 is all you can get. And I personally hated it when they did it, cause 1) I don't want to replay W2, it's not a chef d'oeuvre, and 2) I'll always pick the scientists over the sheeple no matter how many times I replay.
Fallout is somewhat of an example for this.
Disagree.
The player sees as much of the content as he chooses to see. He can finish the game in 5 hours (Fallout speedrunners can be even faster, since all you have to do it: get chip, kill master, destroy base), or he can spend 60 hours exploring everything before making the choice on how to accomplish his goal.
The Wasteland 2 example is actually
not a goal-based structure at all, it's a branching structure: you have to help either the town or the agricultural center, you pick the town you can't help AG center, you help AG center you can't help the town. It's two mutually exclusive branches.
Fallout definitely
is goal based. What do you have to do to get the water chip? As in, absolutely
have to? Just go to Necropolis and get the chip. You can go there ASAP, kill the ghouls and grab their chip, and the quest is done. Or you can make a deal with them to get the chip. And as a first-time player you will first have to track down the location of the chip by visiting several other locations and following the trail of clues, but that's not a mandatory quest step. The only mandatory thing is getting the chip itself: the goal of the main quest. Therefore Fallout is goal-based.
Goal-based main quests are actually easier to develop than linear or branching quests because when you're getting close to release and have to cut content, you can more easily cut out intermediary steps of the questline or alternative ways to achieve the goal, as they are technically not relevant. Meanwhile in a branching line, if you already started developing a branch you better finish it, and in a linear game it's more likely that the plot depends on the planned story beats, so in both these cases it's more difficult to cut out content.
It also means the game is more replayable because it never forces you to repeat the same quests every time you replay the game. If you already did a quest that lets you find out where to go in your first playthrough, you can technically ignore that quest in further playthroughs and just go there.
Goal-based sounds like the developer gets the hell out of the way once the setting and backstory is established, and affords the greatest degree of player agency.
It also echos the adventure hook for Wizardry 7 & 8, so naturally it's the best.
Precisely. The player receives a mission, and then it's up to the player to follow the trail of clues, find the things he needs, and confront the antagonist. The game doesn't force the player into a certain sequence of events and doesn't offer any handholding.
In BG2 there is a moment where you meet a warband accompanied by 'truth-seeing' mages. You have the option of getting irritated by the mages when they pronounce that your words are 'strong truth' (or otherwise), or just letting it slide.
Would you consider that an example of 'false choice'? Whether or not you get irritated at the mages, and even threaten them, nothing different actually happens.
For me is this is an example of old school RPG dialogue, where there are many options in dialogue but they still effectively lead to the same place and there isn't necessarily C&C involved. Yet I don't mind this kind of dialogue at all, because it gives me at least a chance to feel like I'm role-playing.
This kind of dialogue is dying out because it's prohibitively expensive to voice-over all these branching dialogue trees, even if they don't actually constitute C&C.
Slight tangent to the original point, but it's what always springs to mind when I see these kind of discussions. I miss old school RPG dialogue.
(Of course if dialogue is built with ACTUAL C&C then that's even better, but that's even more expensive)
That's just a nice little mini-encounter in the game, not part of its overall structure. Side quests and small encounters have structures of their own, sure, and the more variety there is in them, the better. This is all about the overall structure of the game, how it treats its main quest and general approach to quest design.
Well, it's also often a question of scale. Sometimes you get to do 3 or 4 to fix a spaceship, but it turns out later that no matter what the spaceship gets shot down by space hookers. So was that just 2 (fake choice)?
Often it depends on how long & involved the 3/4 section is before it has to converge again. I often don't mind story-heavy games where you have to go through certain set outcomes (you faff around for a while, but your side loses the war, you faff around for a while, but space hookers kidnap your sex friend), if there's a lot of actual gameplay inbetween that has sufficient branching. I fapped to ending slides just like everybody else, but I'm also OK with games with clearly set endings & major story points if the actual moment to moment gameplay has variation.
You assume that type 4 has to converge, but it really doesn't - or already does, depending on how you see it. The player has a goal - get a spaceship (any spaceship), get a water chip (any water chip), stop the bad guy (any... no wait, just that one bad guy), etc. Fallout would work just as well if there were multiple water chips around that the player could get. It wouldn't matter which water chip he brings back to the Vault, as long as it works. When you have a game where the goal is to stop the bad guy, any method of stopping the bad guy would work. Kill him, use diplomacy to convince him to stop, call the police to imprison him, whatever. The point of convergence would be "Player brings water chip to Vault, Vault is saved, yay" or "Bad guy has been stopped from doing bad stuff, yay".
The overall ending might usually be the same (but doesn't have to, there can also be alternate endings like "Player helps bad guy instead of stopping him, conquers world"; Fallout is a good example here again, the player can join the Master and be turned into a mutant, which is a legit alternate ending to the game), but the way you get there will differ depending on player approach. It's not like there are mutually exclusive branching paths that have to come together at the same point again. If there were a dozen different water chips in Fallout, all in different locations and with different methods of acquisition, the player could get one of them, or if he wants to spend the time on it even all of them, and then return to the Vault and hand them over. The point of convergence happens when the goal is achieved and the item that had to be procured is delivered. What happens in between the start of the game and the achievement of the goal doesn't matter.[/QUOTE]