Quote: I agree that there is definately a diminishing return as you add more and more paths to a module. But I dispute your basic assumption. If I design two paths - the second path will NOT only be seen by those who replay it and if I design 10 paths - the 10th path will NOT only be seen by those who replay it 10x. Rather - if I put in 10 paths (and all are equally interesting) - each path will be seen by approximately 1/10th of the people on their first play through.
I would tend to think that that's not quite correct. Each path wouldn't get a similar number of adherents... this would be correct only if classes and alignments were played pretty evenly across the board. The largest chunk of your audience is going to follow a good-aligned, basically benevolent path. The second largest chunk (but well, well behind the first) is looking for an evil-aligned, so-malevolent-I'm-cool path. Everything past that is basically supporting a choice that a smaller and smaller portion of the player base is likely to take. I'm not saying that that option is therefore rendered worthless or wouldn't be extremely cool and gratifying for the player who does choose it, however, but the return on the invested time for its creation does lessen.
Quote: This still raises serious issues about how worthwhile it is - but the distinction is relevant.
True enough. I suppose I should qualify my time estimates by saying that they relate to real choices only, as in fully-developed paths. Inserting fake paths so that the appearance of choice is there is also an option... and a time-saving one... it just doesn't hold up to scrutiny and, in the end, may end up disappointing the audience it is meant to please (which is to say the hardcore roleplayers who would notice).
Quote: Especially if you consider that a module that has a good path will appeal to group X while a module that has an evil path will appeal to group Y. And, although group X and group Y are not mutually exclusive groups - neither are they the SAME group. Thus - with every path you are increasing your audience.
Does the audience actually increase with these seperate paths? I'm not sure it does. Some might certainly be more pleased with the options they had available, and therefore more satisfied with the story overall... but at the same time we go back to the sense of value. The width of the plots is inextricably linked to the number of paths... if you can provide very wide plots but still maintain overall length you've got an ideal situation that will please everyone... and yet that will never happen realistically. There's also a niggling little voice in the back of my head which says that opening up that kind of breadth also opens up a can of worms, to an extent. Is it even possible to cater to every option possible? And if you start trying to, is it not possible that you invite criticism from the very people who these options appeal to? "Yes, I know you provided options A, B, C, D and E... but what I really wanted was F. Why didn't you provide that?" I don't know how strongly I feel about that, though. I do know that if I was a member of the community who put that kind of effort into a module and that was part of my feedback, I would feel pretty discouraged.
Quote: Note: It is quite likely that these calculations are different for the highly competitive world of freely downloadable modules and that David's arguement is 100% valid for commercial products where the decision to buy or not buy is based on a much wider list of criteria.
Yes, we're talking completely different ballgames, here. A commercial product (one of any scope, anyway) is not really free to be a niche product. On the other hand, though, there is the idea that a quality product will draw fans if it's good enough ("If you build it, they will come" kind of thing). Looking at the commercial track-record of those RPG's regularly touted as the best by the hardcores doesn't exactly fill me with confidence on that point, sadly. Try juggling those two concepts when you create a design commercially... heh, good luck.
Some of the concepts do apply even to community-made modules, though... especially the overall width vs. length idea. If I was making a community module and was considering this as a real option for my design, part of the real hurdle would be that implementing this in anything less than a half-*** measure would be a monumental task. Worth it, regardless? Hard to say. Maybe.
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Quote: And there is no validity in the notion that "two paths = double the work load".
Sorry to pick on this one point in your post, Torias, but on this one you are dead wrong... at least from a design perspective. Yes, true, you can re-use art and similar kinds of physical resources when creating multiple paths for a plot... but when it comes to design, if you are creating real alternate paths (like the ones you suggested at the end of your post... joining the NWN cultists and invading Neverwinter or supplanting Irenicus at the Tree of Life in BG2) the following is actually the case:
two paths = more than double the workload
Don't believe me? I speak from personal experience. The main reason why this is true is the following: when you start adding radically different plot paths into a story, the complexity of that story increases exponentially. So there too does the probability of bugs cropping up in said story increase exponentially. Thus you spend more time to do less. As an example: in an average day of work here at Bioware, I average about 3,000 to 5,000 words of dialogue written. If, however, I am working on a complex character (a major NPC like, say, Aribeth or Aarin Gend in Chapter 2 of the OC), that speed slows down to 2,000 words or less in a day due to the time spent on arranging the structure. And that wasn't even as complex an arrangement as, say, Sarevok from ToB or (and the memory still makes me shudder) the Phaere/Dragon Egg double-double-cross options in BG2's Underdark. Let's take an example from your list and look at it more closely: kissing off Imoen in BG2, joining with Bodhi and supplanting Irenicus. What would be required, design-wise, for that to happen?
1) Added dialogue in the initial stages of the game to allow the player to take a 'I'm not interested in Imoen' stance. 'I want Irenicus's power' stance would have to be heightened and introduced to dialogues where finding Imoen is currently used as a motivation.
2) Joining with Bodhi could be easily added onto the current plot path when allying with Bodhi's thieves. After she reveals who she is, a plot path would be needed to be able to convince Bodhi to join you and turn on her brother.
3) Much of the end half of Chapter 4 is now altered significantly. The confrontation with Irenicus is altered completely. New dialogue needed involving how Bodhi helps you and the new confrontation with Irenicus. Completely new scripting for the alternate plot path.
4) Assuming that the PC (with Bodhi) would still go through the Underdark section, you're now left with nothing to do upon exiting the Underdark. One would have to assume that the Rynn Lanthorn is moved elsewhere (and Bodhi does not have it), else you've just shortened the game considerably. Assuming you are able to re-use Bodhi's lair for Chapter 6, you need all-new dialogue and plot scripting for this entire section leading up to the acquisition of the Rynn Lanthorn.
5) Once you've acquired the Rynn Lanthorn, you're probably going to need some new dialogue with Elhan and Ellesime (who both would recognize Bodhi, one might assume), but that's not serious. The plot leading up to the Tree of Life could be very similar. Alternatively, Bodhi's presence could cause the elves to be hostile... in which case you've got a lot of extra scripting to do to make all the extra fights feasible without losing story in this section.
6) The confrontation at the Tree of Life is going to be problematic if you want to use it as the final confrontation. Is the confrontation in the Abyss cut out or still used? Either way, you're going to need considerably more dialogue. Adding in a usurpation of the Tree of Life with Bodhi's help is going to have to be a completely new branching path... new dialogue, new scripting... most likely new art if you're going to make it the climax of the story (cut-scene, perhaps?) and a new ending.
So... besides taking an already-complex game and adding new layers of bug-ridden complexity into it to add these paths, you're also talking about a *lot* of extra work. If James were to hand me this, I'd schedule two months extra... minimum... and that doesn't include all the extra time needed for bug-fixing. That is time that just doesn't exist in a commercial schedule.
Would it be cool? Without a doubt. There are a lot of cool plots and paths that got cut from the BG2 mix... this wasn't one of them, but it could have been. The amount of work, however, is far greater than the scope of the plot would seem to indicate and should not be passed off so lightly.