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Showing results for tags 'Ripple Effects'.
Since choice and consequences is an important cornerstone of great cRPGs, I was wondering whether how many games actually incorporated quests that have delayed consequences that could ripple throughout the gameplay later. I actually love cRPGs where the PC has to make some hard choices near the beginning of the game. A selfless and noble approach may not yield any immediate gratification. However, the PC may get a nice surprise in mid-game when his good deeds gets rewarded in the form of another quest, some cool loot or reputation increase. Conversely, a selfish approach may yield an immediate benefit but might be detrimental in the long term. It may be in the form of someone seeking revenge, a reputation loss as the PC's misbehaviour comes to light. Something like that... It would also prevent save scumming. One nice example that I remember was in the Witcher 1, where your initial decision in the Prologue to allow the elves to smuggle some *food* could have rippling consequences in only Chapter 2. It would be too late to change your decision then unless you're willing load a save game 8 hours earlier... Are there any such examples in other cRPGs? I can't really recollect any...