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Preview Moral Choices the Alpha Protocol Way

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
You'd be hard pressed to guess that he was talking about a RPG at times.
 

Black

Arcane
Joined
May 8, 2007
Messages
1,873,127
Xor said:
Eh, you can still do most shit as a slaver, and it pays pretty well. It's not perfect from a powergaming standpoint, but the player isn't going to know that on their first or second playthrough. Choices and consequences.
Yeah, but the point is that it doesn't really pay that well (compared to selling junk from x vs y encounters) and locks you away from an "awesome" location then that really isn't much of a choice.
Now if there was some location exclusively for slavers, of course no shitty mirroring, then we could talk.
Bottom line, 1000 gold vs more exp, more stuff, a darn good companion and more in a game where there's no money problems isn't really a choice.
 

relootz

Scholar
Joined
Sep 9, 2009
Messages
4,478
The game only costs 32 euros on play.com.

Are games dropping in price? It used to be 45~50 euros.
 

Black

Arcane
Joined
May 8, 2007
Messages
1,873,127
relootz said:
The game only costs 32 euros on play.com.

Are games dropping in price? It used to be 45~50 euros.
Wait til ActiBlizz buys Sega and Obsi.
 
Joined
May 6, 2009
Messages
1,876,733
Location
Glass Fields, Ruins of Old Iran
(if you can pick anything because any is acceptable, what's the point of picking one at all?

Each one can offer different advantages and disadvantages. I don't like the idea of having a "best" option among 4 because that's less about "choice" and more about "don't fuck up"

Also, on a replay, I'd feel like I'm gimping myself by picking a "bad" option to see what happens, instead of a "different" one.

The case mentioned in the OP is a good example. It's a simple "kill less or more guys", but instead of having an option where I get cheaper guns and good allies and hookers and blow, I could either have better/ more guns and wimpy help, or worse / less guns and good help.

Xor said:
Eh, you can still do most shit as a slaver, and it pays pretty well. It's not perfect from a powergaming standpoint, but the player isn't going to know that on their first or second playthrough. Choices and consequences.

Actually Metzger is pretty clear about how having a giant tatoo on your forehead will make lots of people hate you. It's not hard for a first timer to see how it's a "not optimal" option (even when you still don't know you'll be swimming in money by midgame, and the payment seems tempting)
 

commie

The Last Marxist
Patron
Joined
May 12, 2010
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Where one can weep in peace
Divinity: Original Sin Project: Eternity Divinity: Original Sin 2
Real consequences would mean the game changes depending on what you decide. I hate how in so many games you can fight for both the orcs and humans and noone gives a shit until the final 'decision'. A consequence should be severe and close off an entire section of a game either immediately, or better yet(so you don't just get tempted to immediately reload and try the other option) to affect the game later on.

Too often you can be good and bad and unless you really are too far to one or the other side, you can still choose up until the final moment what to do. This results in those unrealistic choice offers in game when after killing everyone in your path you STILL get a choice to pick the GOOD ending in a game! I'd rather once you go down a certain path then you cannot choose options that are totally out of character to the way you have played until then.
 

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