Sander
Educated
- Joined
- Mar 22, 2006
- Messages
- 99
Is anyone doing so? Fact is, this is one of the most choice-oriented games of the past years with significant consequences. TW2 does a whole lot better than the competition, and that's a good thing. It's more consistent about punishing/rewarding you for your choices. Yes, it could've been better in this regard, but let's not shit all over it for not being a hardcore RPG - something it never tries to be. It is clearly an action RPG with significant elements of choice and consequence. And I don't think BN ever treats it as anything different in his review.Vault Dweller said:That big, eh?
Anyway, the binary choices aren't available to everyone and are filtered by your choices. That makes them good all of a sudden? BG2 had plenty of such choices, but I don't recall it being heralded as the next coming of Jesus.
It has two major forks, the second one very late in the game, and it has a number of minor choices with different consequences throughout the game.Vault Dweller said:No, it doesn't. It's linear as fuck, but it has a nice fork which, apparently, hypnotizes people.
But according to your definition that's all flavor, which is much too broad a definition of 'flavor' for my tastes. Whenever it doesn't affect the main quest line in a major, major way it's just flavor by your definition. So disregard sidequests, which are a major part of the gameplay, disregard anything that isn't big enough (like, I don't know, an entire subgroup being murdered), and disregard anything that doesn't change any gameplay. If you do that, then there's only one fork.
But if that's your definition of non-flavor choices and consequences, you're essentially saying that all you care about in your game is the one major questline, and even that only to the point where it affects actual gameplay instead of just cutscenes and dialogue. I play games like these fully, and I enjoy a good sidequest as much as a good main quest, and it is rewarding for me when a sidequest carries some consequences that you see at some point later in the game. And that can be through adding different gameplay or giving me another encounter with a character or a note on what happens with a country in the future. For me, that's all part of a game that has consistent choices and consequences, and it's not just flavor, it's important because it reinforces that what you do throughout the game including in minor encounters matters in some way, somewhere.