Ainamacar
Educated
- Joined
- May 6, 2018
- Messages
- 33
Chris Avellone , I'd like to know if there were conversations at the owner level about very broad alternate dialog (e.g. low Int, Malkavian, etc.) which is expensive to implement and carries a risk of being missed (and thus of uncertain value to the player), but is thrilling when observed.
Also, since we are conditioned in traditional entertainment to expect a story on rails, it seems to me a reactive story may actually be harmed if told "seamlessly": it is easy to assume there was never any choice at all, and thus the player can miss the thrill. Other than completely replaying a game, signaling such choices can be done somewhat inorganically (PoE and the new Shadowruns can show that dialog choices exist the character can't actually take) but there are other, not necessarily portable, options. The time rewind mechanic in Life is Strange lets players explore the phase space of every conversation (even if the actual reactivity of the game is fairly modest). In an RPG, one could imagine (a potentially dumb) mechanic where spell preparation "borrows" some of a character's intellect, introducing a dialog/strength tradeoff the player will notice throughout the game. Heck, a game influenced by the Eclipse Phase PnP RPG could involve forks (copies of the character, some of significantly lesser capability) to an extent that choosing what fork does what action has an impact on how events are resolved or experienced.
So, assuming one is willing to commit the resources to substantial reactivity and/or branching, what are your thoughts on how to effectively convey this to players?
(And thanks for for answering my first question. Will Brofist in...[checks forum rules]...1 year!? Alright, added to calendar.)
Also, since we are conditioned in traditional entertainment to expect a story on rails, it seems to me a reactive story may actually be harmed if told "seamlessly": it is easy to assume there was never any choice at all, and thus the player can miss the thrill. Other than completely replaying a game, signaling such choices can be done somewhat inorganically (PoE and the new Shadowruns can show that dialog choices exist the character can't actually take) but there are other, not necessarily portable, options. The time rewind mechanic in Life is Strange lets players explore the phase space of every conversation (even if the actual reactivity of the game is fairly modest). In an RPG, one could imagine (a potentially dumb) mechanic where spell preparation "borrows" some of a character's intellect, introducing a dialog/strength tradeoff the player will notice throughout the game. Heck, a game influenced by the Eclipse Phase PnP RPG could involve forks (copies of the character, some of significantly lesser capability) to an extent that choosing what fork does what action has an impact on how events are resolved or experienced.
So, assuming one is willing to commit the resources to substantial reactivity and/or branching, what are your thoughts on how to effectively convey this to players?
(And thanks for for answering my first question. Will Brofist in...[checks forum rules]...1 year!? Alright, added to calendar.)