Broseph
Dangerous JB
I won't mind it if that ends up being the case - most games don't provide enough incentive for a replay, even if they have branching quests and C&C. It'll be interesting to see how far they take it.
Yeah the PR speech is p. clearYou sure about that?
“We have so many sequences,” added inXile president Matt Findley. “About half the game, most people will never see. We’re not afraid at all to create content that’s off the critical path or can be closed off permanently.”
“On the biggest level,” Fargo continued, “there will be areas that will be completely different. Gone, destroyed. There’s not one just like it to make up for it. It’s just gone.”
Seems pretty clear to me.
You can always save before the decision can you not? Then play through both choices... Thus not having to replay if you do not wish to. This wouldn't even be a problem if you couldn't quick save, just copy paste the save game file etc. You are complaining about something that is essentially a non issue.Is there ever such a thing as too much C&C? I mean if there are going to supposedly be entire sections of the game that are going to be locked out via certain choices, requiring a complete replay in order to even see, that's pretty harsh. Retarded, I might even say.
I like the idea of areas changing, being war-torn or what have you depending on if you decided to neglect them or through some other choices, but as I said for the area simply not to exist or not to be able to be visited in any way because of those choices might get frustrating. Absolutely forcing a replay in order to not miss out on large sections of the game just seems wrong to me.
Only so much sugar should be added to any cake. You feel me?
I won't mind it if that ends up being the case - most games don't provide enough incentive for a replay, even if they have branching quests and C&C. It'll be interesting to see how far they take it.
You can always save before the decision can you not? Then play through both choices... Thus not having to replay if you do not wish to. This wouldn't even be a problem if you couldn't quick save, just copy paste the save game file etc. You are complaining about something that is essentially a non issue.
something like a scripted nuke going off if you side with some extremists
something like a scripted nuke going off if you side with some extremists
Can we still go back and explore the cratered area anyway, once we've found the ultimate enviro suits and maybe even find an incredibly tough titanium-laced safe in a bombed out building somewhere that still provides a rare weapon but also reminds us poetically about our choice to let the place get nuked?
That would seem to me to be the more elegant solution. It doesn't sound like that's the direction the game's going in. Fargo's saying, clearly, "Do this and you will not be able to go here. Ever."
Why?
“And we show the reactivity,” Keenan said. “If you go to one area, you start to hear radio calls from the other. They’re getting taken over, and if you try to veer back, you see the destruction from that, and they’re in a completely different state. For instance, if you’re too late to a call, maybe robots took it out. If you go there, you’re gonna see carnage. Piles of dead bodies. No robots left to kill because they’ve moved on.”
Josh's intention was to
Is there ever such a thing as too much C&C? I mean if there are going to supposedly be entire sections of the game that are going to be locked out via certain choices, requiring a complete replay in order to even see, that's pretty harsh. Retarded, I might even say.
I like the idea of areas changing, being war-torn or what have you depending on if you decided to neglect them or through some other choices, but as I said for the area simply not to exist or not to be able to be visited in any way because of those choices might get frustrating. Absolutely forcing a replay in order to not miss out on large sections of the game just seems wrong to me.
Only so much sugar should be added to any cake. You feel me?
Games with branching usually have a single player character. You don't choose between paths just to see different content. You choose a path to define your character, and the resulting content serves the purpose of showing how that character uniquely affects the world. In a party-based game, it seems like you would just be choosing one piece of content over another instead of roleplaying.
Only if it's meaningless. IE: Having 150,000 different varieties of Strawberry jam to choose from that - beyond a few superficial differences - don't have much between them.Is there ever such a thing as too much C&C?
Fallout 1: The Glow and the Brotherhood of Steel. If you didn't get into the Glow, you missed getting into BoS. Made me replay the game again after I'd found out that beam could have a rope put on it. I swear to God I moused over that fucker everywhere the first time and missed it. Mind you, dying from the radiation there because I didn't take the Anti-Rad pills did make me avoid it.I mean if there are going to supposedly be entire sections of the game that are going to be locked out via certain choices, requiring a complete replay in order to even see, that's pretty harsh. Retarded, I might even say.
Yeah, I think you're over-analysing it. I think he means it more in the sense that yes, there will be a crater there. But a crater is not "the Village of Bupkiss" with quests and people, it's a crater full of dead bodies. The village "no longer exists".I like the idea of areas changing, being war-torn or what have you depending on if you decided to neglect them or through some other choices, but as I said for the area simply not to exist or not to be able to be visited in any way because of those choices might get frustrating.
No, go fuck yourself.Absolutely forcing a replay in order to not miss out on large sections of the game just seems wrong to me.
Only so much sugar should be added to any cake. You feel me?
That isn't really the same. You just couldn't do A which is required to get into B, therefore no B for you. The example gives you a task at town A and town B, the one you visit second will likely have lost to its problem, so you can no longer solve it. And it sounds good to me, as long as that isn't the only way it delivers exclusive content, like a constant train of arriving at C, "A needs help, we are north of you!" "B needs help, we are to the south!", make choice, find other area is gone. Other things like warring factions, people who avoid you based on what you have done (the criminals won't ask for help from someone who has been paladin-ing around the wasteland) etc. Also a destroyed town will hopefully lead to more than ruined buildings and corpses in the area. Maybe escapees or pissed off friends in another area?Fallout 1: The Glow and the Brotherhood of Steel. If you didn't get into the Glow, you missed getting into BoS. Made me replay the game again after I'd found out that beam could have a rope put on it. I swear to God I moused over that fucker everywhere the first time and missed it. Mind you, dying from the radiation there because I didn't take the Anti-Rad pills did make me avoid it.I mean if there are going to supposedly be entire sections of the game that are going to be locked out via certain choices, requiring a complete replay in order to even see, that's pretty harsh. Retarded, I might even say.