No, it will take place almost at the same time as AoD but on a different continent.If there will be one AoD2, it won't be a sequel, but a prequel.
No, it will take place almost at the same time as AoD but on a different continent.If there will be one AoD2, it won't be a sequel, but a prequel.
It didn't bother you in Shadowrun games. Double standards.
But "Since AoD has more C&C than most games, shitty C&C can be forgiven" is ok.Give an example of a game with better C&C than in AoD. Also, I don't remember "growing up dreaming" with any promises about AoD or any promises being made. People just noticed that AoD has the best C&C in any cRPG and the word spread. Also, the logic "since Shadowrun is a tablet game much can be forgiven" is very flawed.
Just because it means nothing to you doesn't mean it does nothing.aka do nothing
Just because it means nothing to you doesn't mean it does nothing.
There are different types of consequences:
- long term consequences that affect the state of the world
MG questline in particular and the entire game in general has all three types. You don't care about the long term consequences that can't be shown in any game because they take years to materialize, so you dismiss all these consequences as false even though they mean something to people who care about the effect of your actions on the state of the world.
Spare the remaining IG or enroll them into Antidas's troops? No difference. Give the power in Maadoran to Strabos or Lorenza? No difference. Side with Athanasius or Strabos in Zanzibar? No difference. Persuade Paullus to nuke Al-Akia or not? N o d i f f e r e n c e. It doesn't even matter in the least if you screw Paullus and get Antidas to break the siege, FFS!
My point was that an RPG with C&C needs all three. Basically, you affect your character, in-game options, and the state of the world. Personally, I'd consider it a flaw if a game offered only the first two but maybe that's just me. To affect the state of the world you need to set up proper quests and choices that would explain the future changes, so it's not all flavor.But if a consequence doesn't have a real impact on the gameplay, it's just important on a flavor level, since it only affects graphics and text.
Seems like this siege thing needs clearing up of bugs and issues.
My point was that an RPG with C&C needs all three. Basically, you affect your character, in-game options, and the state of the world. Personally, I'd consider it a flaw if a game offered only the first two but maybe that's just me. To affect the state of the world you need to set up proper quests and choices that would explain the future changes, so it's not all flavor.
I'm tempted to believe you and blame it for some kind of scripting bug, but you do like making edgy statements and you're the only one who's reporting these issues.Do you have any idea how very offended I felt when all (ALL) the things I could do at the Zanzibar siege turned out to end up the same?
- Ask the Teron folks to break the siege
- Tell Paullus to side with Meru
- Tell Paullus to side with the Aurelians
- Convince Paullus to spare Al-Akia
- Paullus blows up Al-Akia
These are 5 different things available to the playa at the end, and all of them are the same. Siege is broken in a cutscene, dudeguy in the throne room says 'good job son' and lets me into the library, and then I leave for the ziggurat.
You keep missing the point.I don't think the game's C&C is underwhelming at all, but the examples Roxor's posted don't have real consequences attached to them. Those are the questionable examples, but I wouldn't say they are representative of the whole game.
If a consequence to an action can only be experimented through changes in the graphics (i.e. changing IG's banners with Daratan's) or text, then there are no real consequences. It's obvious that not all the choices in AoD have only this kind of superficial reactivity, but there's nothing wrong in criticising the examples that are lacking in this regard. The MG's questline has (arguably) too many of them.
You keep missing the point.
Not all consequences can be shown in-game. It's a question of scope. So the solution is, either do only the local, small-time consequences that the player can actually see and touch, which is very limiting, or allow a wider range but move some of the consequences into the ending slide. It's not a flaw, it's the only way to present them.
Since the MG questline is revolving around scheming and plotting, it does make sense that many consequences are of the 'down the road' variety.
How?
There are two main outcomes: the siege is broken or the city is taken. There are different ways to do both. There are different slides explaining the effects of your choices, including the possible destruction of Al-Akia.
Not all consequences can be shown in-game. It's a question of scope. So the solution is, either do only the local, small-time consequences that the player can actually see and touch, which is very limiting, or allow a wider range but move some of the consequences into the ending slide. It's not a flaw, it's the only way to present them.
If you go around doing lets say 3 things and at the end all the stuff you did in them condenses into an ending slide that says how the 3 things you did carry on as history unfolds, that's okay.
But, if you just keep following the rails all the time and then ONLY AT THE END someone tells you 'go make the choice, my chosen one!', and the only consequence for FINALLY HAVING A CHOICE here is a goddamn ending slide, that is bad. Bad. Bad. Bad. And only leads to:
In AP it affected the shirt color of your allies, which didn't mean much. Here we're talking about the fate of an entire city, its Noble House, its religion, etc.The only actual difference between all of these is the colour of the clothing of the guy that lets you into Meru's library afterwards - I remember when people kept criticising Alpha Protocol for doing the exact same thing, yet here somehow it becomes Deep C&C (tm).
Which is no different than saying that you don't give a shit about dialogues because they are massively overrated and RPGs should only be about combat. We all have personal preferences and there are things that I care about a lot (like setting in RPGs, for example) and things that I don't care about it like Bioware's personality dialogue options, which I fucking hated in Shadowrun, btw. Still, it's nothing but a personal preference, not a design flaw.As for the ending slides, I quite honestly give zero shits about them and find them massively overrated...