Norfleet
Moderator
- Joined
- Jun 3, 2005
- Messages
- 12,250
Yeah, but once flow of information is relegated to random travellers, the quality of that information degrades to the level of hearsay. In many games, this information either fails to travel at all, or travels with the efficiency of front page news, with nothing in between.We can assume information travels in the game world independently of you. I think that's one of the things whiners can't wrap their heads around, they believe if they left no witnesses, then what they did in one location should never affect another location. Except by the game's lore, those places aren't shut off from the rest of the world. Just because you don't see NPC's travelling between locations, doesn't mean it's not happening by the game's logic.
Yeah, Morrowind lets you do it, but warns you that you just fucked the game, GG.Again, Morrowind is a great example for it. You have one failsafe alternative solution if you kill, accidentally or purposely, NPCs important to the main quest. And even that one can fail if you kill certain characters (IIRC you can't kill Yagrum Bagarn or you're screwed entirely).
I actually liked how Arcanum supposedly let you resurrect anyone. Supposedly.
Yes, which brings us to the question of "So what if we raised that guy? Does he still need avenging? Can he get his own revenge now?".So you talk to some ghost that just randomly appears. You want information from the guy, but how are you going to get that? Friendly Ghost delivers himself into your hands by saying that he won't find rest until you've avenged him. It's not going to be that easy every time, or is it?
You'd think that he could have at least simply continued doing his thing, possibly with a complaint about how much being killed stings.Fast forward to Shrouded Hills, you kill a weak NPC (like the Herbalist), resurrect them... nothing. No dialogue. Even though that NPC later turns out to have had vital information for the main quest.