Brother None said:
*shrugs* As I said, people can have unreasonable expectations towards C&C. Your reply is a prime example of that, no matter what they do it's not enough because you can dismiss it all as cosmetic.
You got me wrong there: I don't expect much from C&C in rpgs. I enjoy rpgs that don't have them and when they have the just the illusion of C&C or cosmetic ones then it's a nice extra that contributes to making me feel like it's a reactive gameworld, and if they have real consequences, stuff that changes the gameplay experience, all the better, immersion x2 + replay value!
I would probably have liked AP and loved its peppering of small consequences had its story & characters you could talk to(all two dozen of them) worked for me. I wouldn't even bother talking about it then.
However it didn't work for me, and what was apparent shortly after finishing the game's introduction zone(SA), was further proved by a second playthrough: your choices don't change your gameplay experience, no matter what factions you side with, how you treat people, how you build your character, you'll be getting dropped in the same splinter cell type mission maps with the same objectives etc
Was it unreasonable to expect a full-priced short game that sells itself as "Your weapon is choice" ,sports a plethora of factions, and ditches all manner of adventuring/exploration for a glorified mission select menu to have some amount of choice-specific content as was done by similarly recent 3d expensive games like gothic/risen and to a lesser degree witcher/bio stuff? Maybe.
Is it unreasonable to expect the codex to call a spade a spade and not have double standards? I hope not.
Brother None said:
If that's the attitude you wish to take, that's fine. It's your loss if you can't see how so many small choices means the game does have a different narrative for every player
That's the thing though, the narrative doesn't change, the dialogs change depending on choices made, intel collected(if you pick the dossier option) and stances used but the scenarios remain the same. This is not a choose you own adventure deal. Your actions won't take you to different places and you won't be faced with different problems(and I use "different places" here generously, as selecting missions from a menu and being dropped there like in a shooter kinda misses the point of the exploration/adventuring element common to most rpgs) you won't be carving a different path or ending the game without having acquired the 4 mcguffins and finally going to the AP island.
They're still fluff consequences and AP is a shorter game with a smaller scope than its competition and costs the same yet its selling point and supposedly redeeming feature is supposed to be its c&c.
However the competition's c&c routinely gets bashed here for being fluff, what gives? AP may have more fluff per minute of dialog but it also has less dialog and far fewer characters.
Fans may say that it's the C&C that sets it apart, but how can you tell whether that really is the case or just the fact that they like the game's writing so much more that any consequence that affects the characters feels all the more important?
I played a stealth goody two shoes on my first go, an assault rifle murderer on my second go. The difference feels superficial.
Brother None said:
even if the levels are boring linear shit. If you wish to equate this design to BioWare's sparse offering of limited choices inside a linear narrative, then you're wrong.
I'm not sure what you're saying here, does AP not offer as well "limited choices inside a linear narrative"? I'd agree that as far as fluff choices go AP probably has everyone else aside from heavy rain beat.
Brother None said:
I was referring more to how the game doesn't remind you if you miss stuff.
Well throughout my first playthrough I kept assuming the game was just being subtle about the real c&c the fans kept talking about, and that was why all I could see as I played the game was fluff stuff. So much for that.
Brother None said:
Execute Brayko without listening to him, never find out about Scarlet or Madison's details, it won't tell you "hey you failed". That's more important to how the game works than you might think.
Considering I talked Parker out of it and got Scarlet on my side without knowing who Parker's daughter was or knowing about Scarlet's other job I'd say it's only important if you care to know more stuff about a character's background or if you care about what happens to Parker which is the problem with fluff consequences to begin with.
Brother None said:
hoochimama said:
And now that AP is out the statement seems ridiculous.
It was never a meaningful statement anyway, other than making a general point about C&C and why publishers don't want it.
Sounded like they were praising the C&C in their game "You gotta see this, it's so fucking expensive, our C&C will blow your mind", now to me it only seems to have cost extra voice resources, expensive sure, but enough to make it an order of magnitude more expensive per minute than other games?
Anyway, choices!