John Yossarian
Magister
TO IRONTOWER
There is a discussion going on at http://rpgcodex.com/phpBB/viewtopic.php?p=267474#267474 about emergent gameplay, and this came up:
If it doesn't, is it something worth considering if/when you make another game? IMO it would make the player pay more attention to towns and people on subsequent playthroughs and give more depth to NPCs.
Sorry if I'm asking too much but if you guys don't do it who the hell else will? Most CRPGs don't give you choices, the few that do don't give you different consequences for the different choices, so imagine asking for different consequences for the same choice.
There is a discussion going on at http://rpgcodex.com/phpBB/viewtopic.php?p=267474#267474 about emergent gameplay, and this came up:
I think that kind of thing would be doable through scripting, so does AoD have any of this, i.e. if you choose the exact same skills and the exact same actions (and happen to succeed or fail the same way) in two playthroughs, is there any chance something will be different? So far all the quest samples you have mentioned have consequences being in bijection with skills+actions+success/failure, which makes the world look like everything depends on the character, but it would be nice if sometimes the character's involvement was just part of the equation and there was some random aspect to people's reactions, like in Saint's example.Saint Proverbius said:No, emergence would be if you stole some food from a farmer by mugging him, so he died trying to steal food from somewhere else. He gets killed in the process, and his son swears revenge, rises up through the ranks of the fighters guild since nothing else kills him along the way. He eventually meets up with you when you're near where he is because you were walking down the same road as him or going in to a location where he was. Fight insues.
... The next time through, you steal the food, but the kid dies as a wizard because some other event made him pick magic over fighters.
If it doesn't, is it something worth considering if/when you make another game? IMO it would make the player pay more attention to towns and people on subsequent playthroughs and give more depth to NPCs.
Sorry if I'm asking too much but if you guys don't do it who the hell else will? Most CRPGs don't give you choices, the few that do don't give you different consequences for the different choices, so imagine asking for different consequences for the same choice.