rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
Who is the sole fan these are created for and why do you enjoy them?
Continue game after ending, obviously.What's the alternative when you want to show consequences for the player's actions that aren't immediate?
Fallout Fan. It seems to me that it was TIm cain who first had this idea for fallout.Who is the sole fan these are created for and why do you enjoy them?
both RDR and RDR2 continue the game after the 'ending' set years later with a different characterWhat's the alternative when you want to show consequences for the player's actions that aren't immediate?
both RDR and RDR2 continue the game after the 'ending' set years later with a different characterWhat's the alternative when you want to show consequences for the player's actions that aren't immediate?
I believe it was received much better in RDR2 than RDR because the character used in RDR was basically a massive downgrade all around compared to the character you play as for most of the game
and the one used in RDR2 is the guy you play in RDR
FNV continuing years later after the end and shifting the POV to a different character depending on your choices would have been interesting.
What a terrible argument, would you defend the game randomly ending in the middle and it showing you a powerpoint presentation explaining the rest of the game too?both RDR and RDR2 continue the game after the 'ending' set years later with a different characterWhat's the alternative when you want to show consequences for the player's actions that aren't immediate?
I believe it was received much better in RDR2 than RDR because the character used in RDR was basically a massive downgrade all around compared to the character you play as for most of the game
and the one used in RDR2 is the guy you play in RDR
FNV continuing years later after the end and shifting the POV to a different character depending on your choices would have been interesting.
So basically you want devs to create a whole new game after the game ended.
What if that new character in the future does things that change the world?
Add a post-post game section where you play a third character even further in the future?
Where does it end?
Not really. It works perfectly fine in RDR2. Sidequests that were not too tied to the main character stay open, so if you're like me and can't do sidequests if the main plot has any sort of urgency, you get to finish them. You no longer get any of the world-ending/changing stuff, and keep the sandbox.So basically you want devs to create a whole new game after the game ended.
What if that new character in the future does things that change the world?
Add a post-post game section where you play a third character even further in the future?
Where does it end?
Which is why you don't need a "post-post-ending", the character the POV changes to doesn't get new content(as in, new storylines) but merely wrapping up loose ends and allowing you to explore the changes that have happened since.Not really. It works perfectly fine in RDR2. Sidequests that were not too tied to the main character stay open, so if you're like me and can't do sidequests if the main plot has any sort of urgency, you get to finish them. You no longer get any of the world-ending/changing stuff, and keep the sandbox.So basically you want devs to create a whole new game after the game ended.
What if that new character in the future does things that change the world?
Add a post-post game section where you play a third character even further in the future?
Where does it end?
I can't enjoy the sandbox of these games when its main quest has any form of urgency whatsoever. Having a semi-related character who gets to enjoy the sandbox afterwards (in the event that one of the endings include character death, or it wouldn't make sense for them to keep adventuring) is actually quite enjoyable.
Which is why you don't need a "post-post-ending", the character the POV changes to doesn't get new content(as in, new storylines) but merely wrapping up loose ends and allowing you to explore the changes that have happened since.
What a terrible argument, would you defend the game randomly ending in the middle and it showing you a powerpoint presentation explaining the rest of the game too?both RDR and RDR2 continue the game after the 'ending' set years later with a different characterWhat's the alternative when you want to show consequences for the player's actions that aren't immediate?
I believe it was received much better in RDR2 than RDR because the character used in RDR was basically a massive downgrade all around compared to the character you play as for most of the game
and the one used in RDR2 is the guy you play in RDR
FNV continuing years later after the end and shifting the POV to a different character depending on your choices would have been interesting.
So basically you want devs to create a whole new game after the game ended.
What if that new character in the future does things that change the world?
Add a post-post game section where you play a third character even further in the future?
Where does it end?
"ah well, we can't afford to finish it, just toss a powerpoint presentation in"
If you can't show something, then just leave it out.
Which is why you don't need a "post-post-ending", the character the POV changes to doesn't get new content(as in, new storylines) but merely wrapping up loose ends and allowing you to explore the changes that have happened since.Not really. It works perfectly fine in RDR2. Sidequests that were not too tied to the main character stay open, so if you're like me and can't do sidequests if the main plot has any sort of urgency, you get to finish them. You no longer get any of the world-ending/changing stuff, and keep the sandbox.So basically you want devs to create a whole new game after the game ended.
What if that new character in the future does things that change the world?
Add a post-post game section where you play a third character even further in the future?
Where does it end?
I can't enjoy the sandbox of these games when its main quest has any form of urgency whatsoever. Having a semi-related character who gets to enjoy the sandbox afterwards (in the event that one of the endings include character death, or it wouldn't make sense for them to keep adventuring) is actually quite enjoyable.
Read my post. It's a continuation of the sandbox that also shows you the ending consequences. If that ends up being a walking simulator, then the game was a walking simulator in the first place.So basically it would be a walking simulator where you just look at things. Functionally the same as ending slides, except more elaborate so you get the illusion that it's not just ending slides.
How pointless.
sounds infinitely better than most of the dlc we gotNew Vegas was originally intended to include a post-game sequence where you could walk around and see, for example, the Legion controlling the Strip. It was cut along with 100 other things, but imagine if they had decided it was essential content. You'd have them cut quests or locations for the sake of the post-ending, when ending slides provide the same detail?
Yes. And/or the DLCs.New Vegas was originally intended to include a post-game sequence where you could walk around and see, for example, the Legion controlling the Strip. It was cut along with 100 other things, but imagine if they had decided it was essential content. You'd have them cut quests or locations for the sake of the post-ending, when ending slides provide the same detail?
Or it could just end instead of telling us "so and so lived happily ever after"But ending slides don't fire in the middle of the game.
They're like little epilogues to show you what happened after the end.
Nobody expects fairytales to elaborate the "And they lived happily ever after." into a detailed day by day description of the prince and princess' life for several pages. You maybe get "And three years later they had a son who grew up to be a great and benevolent king." for closure, but that's it. The story is over, and the details of what happened after would be a new story.
Ending slides just give you closure for side quest threads after the game is over. That's their purpose.
What do those powerpoint slides actually add other than taking away the player's interpretation of events?