Vault Dweller
Commissar, Red Star Studio
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- Joined
- Jan 7, 2003
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No, it's not. The rest remains the same, which allows your choice to modify the gameplay. For example, the hill tribe will attack you if you spared Okku, letting you think that they are just some hill savages, filler combat. If you kill Okku, they offer to teach you and give you more insight into your condition. Same content, vastly modified by the choice.flushfire said:Not trying to argue here, I'd just like to be enlightened. Can someone please clear these up for me?
1. Why is/are chapter altering decision/s in TW2 called a fork and in MotB it is not? Is choosing Okku over OoM or vice versa not a fork?
A fork will simply take you into a different direction, modifying nothing, really. What's worse, in my opinion, is that the goals aren't conflicting. I don't see a reason why you can't kill the commandant AND free the prisoners. It's an artificial choice.
To understand the difference, imagine that you're offered the same fork in Fallout: you reach the Hub and are told either to go after the water chip or to stop the mutant threat.
Which ones?2. There are dialogue/decisions in TW2 that when chosen differently may result in a sidequest not being available entirely. How does this not affect gameplay?
Not really. At least not in my opinion.3. Why are these:
"abija: So fighting villagers in a riot is the same as running through a peaceful village?
Getting to the barge while pretending Iorveth is a prisoner is the same as directly attacking it?
Killing the guards in a dungeon and getting out is the same as having an npc distracting them so you can escape without fight?"
instantly dismissed? Sure, they may not be entire game lasting, and all three are the combat/no combat variety, but is that not different gameplay?
Fighting villagers vs walking through a celebration is a fluff piece. It doesn't change anything. It's not a prelude to a quest that may distract guards. It's a mini scene. If your dwarf friend was killed in a riot, it would have been a huge and meaningful consequence. Same goes for if you had to fight to save him and could fail. Otherwise, does it really matter if the game throws a few fights your way or not?
As for getting to the barge, first, in a game with piss-easy combat, not fighting a few guards doesn't have the same effect as in a game with hard combat where every battle you have to fight in a quest weakens you more and more. The biggest issue, however, - and that's where I draw a parallel with AP's transmission in the ruins mission - is that when you reach the ship the fight begins no matter what you do. So, you fight anyway and the only question is do you fight more guards or less guards. What's the real difference?
Same goes for killing the guards in the dungeon. You have to fight until you reach the point where an optional NPC can call off the guards. There is no clear "save the son and you fight", "kill him and you don't" split, so the question, once again, is, do you fight more guards or less?
http://rpgcodex.net/content.php?id=1614. Going back to my first question, I don't remember much of MotB it's been so long, but if we consider Okku/OoM & accepting/rejecting being a spirit-eater as forks, what other gameplay altering C&C are there?TIA