Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Neverwinter Nights 2
We were given an opportunity to ask Alan Miranda and Luke Scull <a href=http://www.rpgcodex.net/content.php?id=162>a few questions</a> about upcoming <a href=http://www.ossianstudios.com/>Mysteries of Westgate</a>:
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<blockquote>7) The game promises choices and "huge consequences." An actual example would go a long way to back up these claims and fill the hearts of unbelievers with faith.
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Luke: I’m sure it would, but I wouldn’t want to spoil too much of the experience for players. Let’s just say that I know the depths of loathing loyal Codex readers reserve for developers that talk the talk but fail to meet expectations when it comes to choice and consequences. I’m not only walking but swaggering, and not just because I’m drunk.
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Alan: I will echo Luke on this one, in that we definitely do provide some big choices with significant consequences to the player. We made a conscious decision when writing the core story during pre-production to allow for branches in the story instead of a single linear path. The challenge was to make the different branches as polished as if we had just made one route, since polishing a single linear path would take only half the time. Revealing what these choices are would ruin the story, so you’ll just have to keep the faith.</blockquote><a href=http://www.rpgcodex.net/content.php?id=162>Click here to read the rest</a>.
We were given an opportunity to ask Alan Miranda and Luke Scull <a href=http://www.rpgcodex.net/content.php?id=162>a few questions</a> about upcoming <a href=http://www.ossianstudios.com/>Mysteries of Westgate</a>:
<br>
<br>
<blockquote>7) The game promises choices and "huge consequences." An actual example would go a long way to back up these claims and fill the hearts of unbelievers with faith.
<br>
<br>
Luke: I’m sure it would, but I wouldn’t want to spoil too much of the experience for players. Let’s just say that I know the depths of loathing loyal Codex readers reserve for developers that talk the talk but fail to meet expectations when it comes to choice and consequences. I’m not only walking but swaggering, and not just because I’m drunk.
<br>
<br>
Alan: I will echo Luke on this one, in that we definitely do provide some big choices with significant consequences to the player. We made a conscious decision when writing the core story during pre-production to allow for branches in the story instead of a single linear path. The challenge was to make the different branches as polished as if we had just made one route, since polishing a single linear path would take only half the time. Revealing what these choices are would ruin the story, so you’ll just have to keep the faith.</blockquote><a href=http://www.rpgcodex.net/content.php?id=162>Click here to read the rest</a>.