potatojohn
Arcane
- Joined
- Jan 2, 2012
- Messages
- 2,646
Wish the choice of an ending was more obscure instead of "pick your own poison" list.
- Arasaka ending - if you use corpo lines more often than other
- Panam ending - if you use nomad lines
- Casino heist ending - if you use streetkid/anti-corp lines
Only the secret ending is actually buried in your choices. Who doesn't want to play through quests with Panam or any side-quests when they are better quality than fixer contracts?
This wouldn't work because you'd be railroaded based on your chosen origin. It's perfectly reasonable for a betrayed corpo to want to burn it all down, for example. I do agree in general though that ALL games of this type should make the ending "choice" automatic based on your decisions and who you sided with/against. Would make those choices have SO much more weight. When games let you be an anarchist asshole the whole game and then choose to save the world and democracy at the end it's just so fucking stupid. New Vegas, as with all things, leads the way.
No, that's stupid. The game should allow the player to be a hypocrite or to change their mind when they're making personal choices.
There is no lvl-scaling for enemies/quests. That's the problem.
Also, you don't need lvl-scaling in every open world game, just in open world games like Witcher 3, the new Assassin's Creed games or this one. I don't argue in favor of lvl-scaling (I prefer games that don't need it). But IF you design your game like Cyberpunk, you can't skip the lvl-scaling.