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Posted

So, if I avoid having sex with everybody, meet the minimum number of characters, talk the least amount of time (so as to avoid filling out a dossier), complete the minimum number of missions, et cetera... what will my % complete be?

Posted
So, if I avoid having sex with everybody, meet the minimum number of characters, talk the least amount of time (so as to avoid filling out a dossier), complete the minimum number of missions, et cetera... what will my % complete be?

 

0%

 

You would give up at the start due to the flagrantly oppressive atmosphere of Western colonial imperialist Capitalism.

Posted
So, if I avoid having sex with everybody, meet the minimum number of characters, talk the least amount of time (so as to avoid filling out a dossier), complete the minimum number of missions, et cetera... what will my % complete be?

 

0%

 

You would give up at the start due to the flagrantly oppressive atmosphere of Western colonial imperialist Capitalism.

 

 

LOL

Posted

It's interesting, actually. I'd hope and expect it to be something fairly low, less than 50% (I mean, you can not meet Sie, etc...)

 

Wonder how receptive to speedruns AP would be, too.

Posted
Is it good design to let it get that low?

I don't know. Speed runs are their own beast, you know. Some very successful games have been open to weird manipulation like that. In terms of critical acclaim, FO and Fallout 2 were susceptible to that kind of speed run, and so was Oblivion. The problem I can see with Alpha Protocol is that it's not supposed to be that open ended. You might be able to do things in a different order, but my understanding is that you'll still have to do them. You can't just skip the vast majority of the game even if you know the minimum steps on the crit path.

Posted

How useful is a "% complete" counter in an RPG, anyway? Isn't that more a metric for open-world GTA or Mario-esque games? Isn't one of the selling points of the high level of reactivity in the game supposed to be that your choices have consequences such that chosing one option forcloses you from pursuing the others?

Posted
Is it good design to let it get that low?

 

I say it is. Of course the concern is will majority of players then never see the other 50%, but perhaps it should be so that most players will, say, complete 60-70%; those who look for shortcuts or play deliberately in a minimal manner can go as low as 50%, etc.

 

I don't know why we're talkingi n terms of %, but doesn't the actual game have a % marker for dossier info? I imagine it may be impossible to get that up to 100 as well.

Posted
How useful is a "% complete" counter in an RPG, anyway? Isn't that more a metric for open-world GTA or Mario-esque games? Isn't one of the selling points of the high level of reactivity in the game supposed to be that your choices have consequences such that chosing one option forcloses you from pursuing the others?

I don't think you can complete AP 100% simply because your choices open up certain opportunities and deny you others.

 

But the "Dossier" aspect might be possible to complete.

"Alright, I've been thinking. When life gives you lemons, don't make lemonade - make life take the lemons back! Get mad! I don't want your damn lemons, what am I supposed to do with these? Demand to see life's manager. Make life rue the day it thought it could give Cave Johnson lemons. Do you know who I am? I'm the man who's gonna burn your house down! With the lemons. I'm going to to get my engineers to invent a combustible lemon that burns your house down!"

Posted
How useful is a "% complete" counter in an RPG, anyway? Isn't that more a metric for open-world GTA or Mario-esque games? Isn't one of the selling points of the high level of reactivity in the game supposed to be that your choices have consequences such that chosing one option forcloses you from pursuing the others?

 

I don't believe an explicit counter is being referenced here. I believe the OP is merely asking for a idea for how much optional content exists in the game. The greater the percentage of optional content (and, conversely, the smaller % complete value necessary for completing the game) the greater the flexibility in one's approach, and ultimately their experience, in this game.

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