Tags: Alpha Protocol; Obsidian Entertainment
CoD (consequences of decisions) are abundant in AP (Alpha Protocol).
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Just look at this <a href="http://blogs.mercurynews.com/aei/2010/03/18/alpha-protocol-show-consequences-of-decisions/">preview over at AEI.</a>
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<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">At last, Thorton pulls Al-Shaheed from the burning armored vehicle and interrogates him. Suddenly, the game flashes forward. Thorton is being interrogated by what looks like a higher-up. They ask him what he did with Al-Shaheed, and that answer will determine what he did in the past.
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During this interview process, I did get to see how the dialogue system works. It is timed so players will be forced to think out their answers, quickly and instinctively. If they run out of time, the answer reverts to what players previously said. Obsidian says it helps with the flow of the game. I can see it forcing gamers to make more real decisions instead of carefully calculated ones. It’s more like real life that way.
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</p>
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The APDS (Alpha Protocol Dialogue System) is more like RL (Real Life).
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<br>
Spotted at: <A HREF="http://www.rpgwatch.com/?rwsiteid=1#14636">RPGWatch</A>
CoD (consequences of decisions) are abundant in AP (Alpha Protocol).
<br>
Just look at this <a href="http://blogs.mercurynews.com/aei/2010/03/18/alpha-protocol-show-consequences-of-decisions/">preview over at AEI.</a>
<br>
<br>
<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">At last, Thorton pulls Al-Shaheed from the burning armored vehicle and interrogates him. Suddenly, the game flashes forward. Thorton is being interrogated by what looks like a higher-up. They ask him what he did with Al-Shaheed, and that answer will determine what he did in the past.
<br>
During this interview process, I did get to see how the dialogue system works. It is timed so players will be forced to think out their answers, quickly and instinctively. If they run out of time, the answer reverts to what players previously said. Obsidian says it helps with the flow of the game. I can see it forcing gamers to make more real decisions instead of carefully calculated ones. It’s more like real life that way.
<br>
</p>
<br>
<br>
The APDS (Alpha Protocol Dialogue System) is more like RL (Real Life).
<br>
<br>
Spotted at: <A HREF="http://www.rpgwatch.com/?rwsiteid=1#14636">RPGWatch</A>