(sigh)
No, dear. If that were the case, I would not be constantly singing the praises of Gothic 2 and its multiple paths through the game.
What I want is simply this:
Interesting. Consequences. For. Failure.
How difficult a concept is this to grasp?
I'll try drawing a picture.
Suppose you had a storyline that required solving quests Q1, Q2, Q3, and Q4. These quests would have to be "rigged" to succeed -- that is, there would be multiple paths through them, but the end result would be that the player moves to the next phase in the story.
Now, normally story quest structures are linear: Q1->Q2->Q3->Q4. You may or may not take side quests on the side, but they won't affect the main story. In some games, the main quests could have variable outcomes that affected some parameters in the later ones. We'll ignore that for the moment.
Some games -- often the ones I've most liked -- have some sort of branching structure:
<table>
<tr>
<td>Q1</td>
<td> ->b1</td>
<td>->Q2</td>
<td>->a1</td>
<td>->Q3-></td>
</tr>
<tr>
<td></td>
<td>->b2</td>
<td>-></td>
<td>->a2</td>
<td>-></td>
</tr>
</table>
So you could take either path b1 or b2 from Q1 to Q2, and path a1 or a2 from Q2 to Q3, and so on. Picking one precludes picking the other. This is already miles better than linear play-through with side quests (the typical pattern).
What I'm looking for is this:
<table>
<tr>
<td>Q1</td>
<td> ->b1(success)</td>
<td>->s1</td>
<td>->Q2-></td>
</tr>
<tr>
<td></td>
<td>->b1(fail)</td>
<td>->f1</td>
<td>-></td>
</tr>
</table>
That is succeeding in quest b1 would lead to path s1 to get to Q2, but failing in it would lead to path f1 to get to Q2. If f1 followed logically from failing b1, and was as interesting/rewarding as (but different than) a1, there would be a strong incentive for the player to keep playing rather than try, try, try again until they succeed. This wouldn't even have to be the structure with *every* quest -- just enough of them to nudge the player into staying in character. This structure would greatly *enhance* replayability, since the branch structure of the quests would be less obvious and would have more variety.
Anyhoo, I'm sorry I insulted your baby. Should've known better. Perhaps it's better to call a halt to this particular thread.
(Why does the system add all that whitespace above my tables, I wonder?)
Click to expand...