aries202 said:
... and I do also like Oblivion.
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aries202 said:
I assumed that Bethsoft did the same with their coding for Oblivion i.e. letting the game decide which consequences there should be for the players actions in the game. I could, of course, be wrong, ...
You are wrong, because Oblivion has no consequences for the PCs choices. Hence, the essential reason why Oblivion isn't an RPG, incidentally.
aries202 said:
How do you find that 'oblivion has the opposite of the nonlinear system PB tried to implement' ??
Because in Oblivion, each event has exactly one and one way to do something, completely unrelated to how the rest of the game world acts. In Oblivion, it's "Go kill <NPC>." That's it. Kill or not, and the story stops there for that NPC.
In G3, you can kill, you can not kill, you can join the target NPC instead, you can kill the quest giver. And every one of these actions or non-actions have
consequences:
Kill - Gain reputation with the questgiver's faction.
Not kill - No gain of reputation, leaving you from moving further up with the faction. However, you still have OTHER quests you can do to get favor.
Join Target NPC - You can do missions for the target NPC instead, betraying the original quest giver. Gain of reputation in the target's faction.
Kill the quest giver - A combination results from above, also leading to a heap of shit from that questgiver's town. You're now an outlaw.
Oblivion = 0 or 1. One "choice". Linear.
G3 = 0 or 1 or 2 or 3. Four choices. Non-linear.
The problem most people have is that they define non-linearity in an RPG as being able to do quests in any order. That's
NOT non-linearity. Non-linearity means that the game can take different paths depending on what you do in the game.