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Melnerag

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About Melnerag

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  1. Organic choice-making is an interessting idea! For instance whether you use stealth to infiltrate a Lord's mansion and kill the lord, or murder his bodyguard and servants to do so can have consequences later one.
  2. That is exactly the point. If failure is unsatisfying, it is a punishment. "Game Over : restart level" is an example of punishment. But if failure is satisfying because it makes an excellent story, reveals something about character and companions or indeed opens new doors and possiblities - then it is not punishment.
  3. And sometimes a victory can be more bitter than defeat. What if you save a kingdom, by sacrificing it's very soul. Destroying the very foundations of its culture and morality. You've saved the kingdom, but in saving it you've transformed it into something so horrible that may be...destruction would have been better. Or to secure a victory, you have to betray the trust of those who love you and use them up. I think something like that would make for far more interessting choices in the end. For Good and for Evil alligned characters. An evil character has no qualms sacrificing others for
  4. Just found my way to learn about this project. Very interessting and refreshing! I was wondering about the possibility of failure. Yes. In most RPGs your descisions can seal the fate of kingdoms and people, your companions may live or die, even the hero can live or die. But from the moment you learn about the Big Problem, you know that you will solve it by the end of the game. Regardless of what choices you made. (Except the 4th ending to a particular game that does not involve a colorful explosion. *hint*) I think that if done well, failure can be as satisfying as success. It also
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