St. Toxic
Arcane
Not THAT is a moral dilemma.
Really depends on what the consequences are. Venereal diseases? Stat decrease from the trauma? A "Got raped" trait that just won't rub off no matter how hard you scrub?
Not THAT is a moral dilemma.
Don't make it about me. It's not about my skills as a player. It's about the overall design that makes the player's character(s) too powerful.VD believes he's good enough at RPGs that he can win any combat. So, for him, if there's any choice that has the downside of putting the player in dangerous combat situations, that downside isn't a downside at all - even if from the "in-character" perspective it should be a more serious dilemma.
It's not I - the player - who can stomp on piny raiders like a fucking godzilla. It's my character. Thus, all dilemmas should be tied to my character's abilities. If they aren't, if the game asks my character(s) to do things he (they) can do with ease, it's not much of a dilemma.In other words, in what universe does the moral dilemma exist - the player's universe ("I CAN KILL ANYTHING IN THIS GAME") or the character's ingame universe?
http://www.youtube.com/watch?v=_B5mAMCytG8Not THAT is a moral dilemma.
Really depends on what the consequences are. Venereal diseases? Stat decrease from the trauma? A "Got raped" trait that just won't rub off no matter how hard you scrub?
It should exist in both universes with the situation at hand chalenging both player's and PC's worldview
AoD is a mix of different genres (I think) and I'm not saying that that's what RPGs should be like.If this is what makes RPGs fun, why did you do it differently in AoD? I mean it can easily happen that an NPC asks you to do something and you're not up to the task.Sure, it can be scary when you go into the deathclaw den for the first time not knowing what to expect, but overall, when an NPC asks you to help him solve a problem in a violent way, you know that you up to the task. It's what makes RPGs fun.
I don't think you get what I'm saying.Unfortunately, due to discrepancies in different players' skill levels, that can be hard to pull off. Maybe a particular area will be designed to be scary and tough but because VD is such a god of powergaming, he'll steamroll it.
It's not about the player's skill. Never was. But to answer your question, yes, it's obviously possible.So, Vault Dweller, do you think it's possible to make C&C that is "player skill-proof"? That is, consequences that are equally painful to players of all skill levels? Is that even possible?
I don't think you get what I'm saying.Unfortunately, due to discrepancies in different players' skill levels, that can be hard to pull off. Maybe a particular area will be designed to be scary and tough but because VD is such a god of powergaming, he'll steamroll it.
It's not about the player's skill. Never was. But to answer your question, yes, it's obviously possible.So, Vault Dweller, do you think it's possible to make C&C that is "player skill-proof"? That is, consequences that are equally painful to players of all skill levels? Is that even possible?
It should exist in both universes with the situation at hand chalenging both player's and PC's worldview
Unfortunately, due to discrepancies in different players' skill levels, that can be hard to pull off. Maybe a particular area will be designed to be scary and tough but because VD is such a god of powergaming, he'll steamroll it. For him, any choices and consequences in that area might be ruined.
Wait, we were talking about moral dilemmas here. Scary is something different. Actually it is easier to pull off in the gameworld because you can create status effect called 'panic' or 'morale'. From the gameworld's perspective it's your charactes that are taking real risk, not you so it makes sense that they are more scared than you. To transcribe that into gameplay and by extension onto the player, on the other hand, is very difficult. Look at early Silent Hill games - they do it quite well.
Similar with tough, though here in order to have gameplay the challenge should task the player more, because it's you who have full control over them, right?
It's not I - the player - who can stomp on piny raiders like a fucking godzilla. It's my character. Thus, all dilemmas should be tied to my character's abilities. If they aren't, if the game asks my character(s) to do things he (they) can do with ease, it's not much of a dilemma.
It's the post-rape scene.Won't play. I'm guessing it's the rape scene? Y'know, some people might get off on the idea of getting raped, in which case they luck out on that third option.
Say, what if you have to rape an innocent woman to save another from being raped? Would that be a moral dilemma?
To a very small degree, unless you want to tell me that most people struggled blasting raiders and super mutants in Fallout, or progressing through BG2 and killing everything in their path.I think I understand:
It's not I - the player - who can stomp on piny raiders like a fucking godzilla. It's my character. Thus, all dilemmas should be tied to my character's abilities. If they aren't, if the game asks my character(s) to do things he (they) can do with ease, it's not much of a dilemma.
It's not that simple. Your character was able to develop said abilities because of your skill in directing him. The game doesn't play itself! You're the one who built that character. Player skill.
It's the post-rape scene.
"Are we ok?"
"No, man. I'm pretty fucking far from ok."
To a very small degree, unless you want to tell me that most people struggled blasting raiders and super mutants in Fallout, or progressing through BG2 and killing everything in their path.
Yeah. Because they are too fucking difficult.To a very small degree, unless you want to tell me that most people struggled blasting raiders and super mutants in Fallout, or progressing through BG2 and killing everything in their path.
How can you hold this opinion when you know that RPGs have become a niche genre?
RPGs are easy! The publishers aren't putting them out anymore just because they're big meanies!"
It doesn't have to be easy to be doable with 2-3 reloads.But if I'm still at a low-level, just starting out, and I encounter a choice where the downside is combat, I don't know about you, but I think twice about it. I don't go "ALL COMBAT IS EASY, BRING IT ON", especially not at the beginning of the game when I'm still exploring and getting a feel for things.
The publishers aren't putting them out because action sells more
I don't understand what you're trying to say.It doesn't have to be easy to be doable with 2-3 reloads.
Because it requires you to think less.The publishers aren't putting them out because action sells more
Why does action sell more?
This game is hard. You will face mind flayers, summon armies of high level creatures to defeat them only to have them turned against you along with half your party. You'll fight mages that stop the flow of time while they unload powerful magical attacks on your helpless party. You might use your mages best dispelling magic to bring down the defenses of a lich lord and finally kill him with your warriors only to find that he replaced himself with an illusion and made himself invisible while you wasted your best spells on his fake double.
The publishers aren't putting them out because action sells more
Why does action sell more?
Because it requires you to think less.
The publishers aren't putting them out because action sells more
Why does action sell more?
Because it requires you to think less.
Think about what? Solving a problem, of course. Difficulty.
I just hope they don't balance the outcomes out like Bioshock did (having Adam thrown at you for not taking Adam). I like the option of buying back the wife, sacrificing $1,000 that could have spent on armour and ammo in order to save a stranger. As long as the rescued wife doesn't say "Thanks! Here's $2,000 I had hidden down the front of my dress. Those stupid raiders forgot to search/rape me. Take it as reward and leave me and my grateful husband destitute."
Selfish outcomes should profit. Being impossibly noble just makes you better looking. Just ask Sheppard.