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Showing results for tags 'Consequences'.
Well, I realized a simple thing when I was reading another thing: whenever you manipulate someone to get stuff done, you only get to fool the punck clock worker, the random mook or the drunk idiot down the street. Even if you get to lie to a real villain, main or not, it never get very far. The story won't evolve according to your gambits. As far as I know, everyone know choices and conséquences as they're provided in games like, say, Alpha Protocol, but what if they were more subtle? For example, let's say a recurring side quest involves the party tracking down a serial killer. He's smart
So after debating a similar issues on another topic, I thought I would bring this here. I am curious what people think, even though I know we wont have "fixed morality" in this game like previous IE titles.
One common bug-bear of mine in PC games (not just cRPGs) is how picking the Good/Correct options always leads to good rewards. Sometimes, the reward in terms of XP or loot is even better than that where one takes the selfish/evil route. Is it possible for certain quests (where it makes sense and fits in with the lore), where choosing the Good/Correct action leads to significant loss to the PC. Good actions are supposed to be selfless ones where the PC makes great personal sacrifices for the common/greater good. However, most fantasy games/novels don't really reflect the gravity of such act
This was originally a response to the thread of "Urgency: please have it" (link: http://forums.obsidian.net/topic/60235-urgency-please-have-it/), but it went into a whole 'nother direction, so I choose to make a topic of my own to potentially discuss it. So keep that in mind as it starts out with the 'urgency' topic and then moves on. Mmk? :D Honestly, I like urgency. I somewhat loathed Skyrim (for example) for not being urgent: you're the chosen one, you have to save a world from impending doom. So if I choose instead to join 10.000 guilds and do even more 'find my lost jewelry' qu