» Mon May 14, 2012 9:06 am
Its a very difficult thing to do, im playing Kingdom of amalor and there is soooooooo much dialogue ive got to the point of going skip skip skip, to play out real situations would take lots of asides in the storyline with buckets of dialogue, but with Computer RPG's its a difficult balance between drawing out a scene, if you wanted real life, you can just wake up in the morning, thats what it'd be like, in some ways it would extend a game so its not the sort of game you bring home and finish it in a few hours or days.
I think Skyrim is a good example of something they could have done well, if they'd taken alot more time, if i made a list this post would be huge, needless to say it lacked any recognition of your character or consequences for being a thief or an evil hired killer, but then again nobody seemed to notice i saved them from the dragons. As much as people criticise mass effect it at least recognises your actual achievements and you do pay for making mistakes, such as ashley not wanting to join you after you join Cerberus, especially after me1, its touches like that, that add to a game, but it could do better but it would also make it more drawn out, but you actually do get to stop and chat, and it does change as the story progresses, and thats why i like the way they do their story.
Im playing pen and paper Dark heresy based on the warhammer 40k universe, you work for an inquisitor, we got attacked by eldar, or zeno's and one of the players wanted their long rilfe, of course its heresy to possess zenotech, you can be imprisoned, mindwiped if they find you slightly important but generally they just kill you for your heretical actions, in game it was along discussion as to killing the player and the importance of the mission, because basically if we didnt do the mission we died, if we let him have the rifle we were complicate in a crime and would be put to death, that was 2 weeks worth that the discussion went on for, try putting those sort of actions into a computer game.