When you enter the ruins, make your character wake up possessed by a Glanfath previous life and attack your comrades for trespassing.
Wouldn't that result in immediate reloads? - or would there be ways to end such forced battles in non-lethal ways, ey?
I meant as a scripted event, not a real in-game battle.
Your party wakes up with you attacking them, then subdue you. They'll all lose part of their Health until next rest, and grow more suspicious and wary of you. That would show just how insane your character is.
Dear god... a... a... a cutscene?
No,no,no, no... Nope. No.
All must be experienced directly by the player. No telling of any kind for such crucial story based gameplay should be used.
How about when Glanfath soul takes you, you get different quests to handle? And it doesn't let go until you finish what it wants? But you as a Watcher can still influence it - have some options how to go about it, instead of being a puppet?
This is a really cool idea.
And of course the consequences of those quests would affect your quests and the main plot - in different ways.
Hell, one of your previous life was as an Inquisitor, why you don't get possessed by it and do some crazy shit? Just imagine how cool it would be if you burned the Sanitarium yourself for heresy while possessed.
Again, forcing players hand a bit too much... how about making a quest chain out of it and giving player some options instead?
I think sometimes you must force the players hand. The whole deal is about how you are going insane as you get overwhelmed by your past lives. Having a past life taking control of your body and doing something horrible would state that point without a shadow of a doubt.
Yes but if you aim that against the companions then you have to design some non-lethal mechanics else you are always risking some companion ending up dead - which would force everyone to reload and so on.
Which then forces you to make cutscenes about it... which brings you back full circle to the problem you started with, only wrapped in different foil.
its an ok starting point but i think something far better can be invented when it comes to interaction with companions, based on such a story. killing them or doing it in cutscenes to avoid actually killing them is not the answer.
I wouldnt mind having non-lethal mechanics and gameplay based on that, but im constraining my logic to whats available in the game right now, for this thought experiment.
That's the bottom line here anyway, it's all too tame. Getting rid of publishers allowed for old-school mechanics and visuals, but didn't result in any new-found boldness in writing.
Agreed. They are aiming for the same audience as always, - sans publishers. The imaginary casuals that dont really exist; as an audience that really likes these games.
Why even have those checks? If every solution leads to combat, don't start raising expectations. Mein gott, this isn't hard! (is what she said)
Explore the dialog with more care, and remember that checks are not always the best possible answer (something I enjoy).
I like how they did that, generally.
Im wondering is there any differences based on what you decided to do with Maerwald soul though.
Simple yes or no will suffice. No spoiling pls.
Im figuring it wont be much of a difference, but the situation was presented in a way that makes one expect at least something.