Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Game News Wasteland 2's Delay: All About Making Choice Matter

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
Only if they make me want to play it over again.
 

SkepticsClaw

Potential Fire Hazard
Joined
Dec 15, 2010
Messages
169
Well played for turning a potentially interesting thread into a wall of fucking derp.
 

ravenshrike

Novice
Joined
Oct 12, 2009
Messages
34
Yeah, even if you kill 10000 Legion members on the way to Vegas, Obsidian still gives you a chance to back the Legion the moment you get the Platinum Chip.
Full pardon from Caesar & NCR - now make your choice.
In fairness, that would probably actually happen as control of the chip grants either faction all it's objectives in the region instantly. These are governments we're talking about, both of which lore wise tend to be pretty pragmatic.
 

Hobz

Savant
Joined
Apr 17, 2012
Messages
337
Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2
I'm ok with choices locking out content, but the "You can only save town A or B, chose now" seems a bit shallow and artificial, it reminds me of how Mass Effect handles choices. "You need an army to fight the bad guys, choose either race A or B".

I'd much rather miss content because i failed somewhere, or did not explore or think enough, or because of my character build, or because I made a non-random, non-binary decision.

In this particular case, I think I'd rather be presented with two towns in distress, with diverging interests, and then being offered a more educated choice than "pick randomly one of the two distress call". Maybe screw one over the other because I like their philosophy better, or screw them both for the sake of a third actor, or try to save them both and fail, or find a way for both to survive if they're willing to get rid of their sick, old and weak people.
 

hiver

Guest
nothing in the update stated that the choice between those two locations will be crude or misinformed. or non engaging.
they merely stated that will be one of the starting, almost tutorial like, sequences. just to get you going into the game.


actually, the only wrong thing in the whole update is that line from Fargio about how many players wont even see huge part of the game.

that was funny.
 

Oesophagus

Arcane
Joined
Nov 19, 2010
Messages
2,330
Location
around
actually, the only wrong thing in the whole update is that line from Fargio about how many players wont even see huge part of the game.

that was funny.

I think he was referring to people who are used to quest compasses and giant arrows telling them where to go.

To be fair, I don't think there ever was a crpg that really locked out large parts of content. BG2 let you chose the route to spellhold, and strongholds depended on your class, but not much more, not a massive reason to replay the game.

Now depending on how long a W2 playthrough will be, the idea that you can have diametrically different playthroughs can be massive incline. If they execute it well, that is.
 

weresheeple

Educated
Joined
May 7, 2013
Messages
66
To be fair, I don't think there ever was a crpg that really locked out large parts of content. BG2 let you chose the route to spellhold, and strongholds depended on your class, but not much more, not a massive reason to replay the game.
The Sahuagin city would count, I guess.
 

hiver

Guest
yes, thats what was funny. why even talk to that audience? clearly the actual target audience actually cant wait to play ot repeatedly and thoroughly to so see most of it - and cherish it for being so diverse.

as for ever there being a crpg that "locked out content" - which is just another angle of looking at real diverse reactivity design in the game and gameplay narrative - AoD did it. And they have working (beta) demo to play, unlike inXile that has only hype and mouthing off to media.
 

Lancehead

Liturgist
Joined
Dec 6, 2012
Messages
1,550
In this particular case, I think I'd rather be presented with two towns in distress, with diverging interests, and then being offered a more educated choice than "pick randomly one of the two distress call". Maybe screw one over the other because I like their philosophy better, or screw them both for the sake of a third actor, or try to save them both and fail, or find a way for both to survive if they're willing to get rid of their sick, old and weak people.

Quite agree, I hope we get to visit the places in question before making such a radical decision as which one to save, because otherwise the choice would not involve any meaningful considerations, and the result will likely not have any emotional impact.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom