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Balancing Choice With Irreversible Consequences In Games

The Moving Pixels blog has an article about the delicate balance within video games between giving players meaningful choices and consequences that cannot necessarily be changed if the player doesn't like her choice afterward. Quoting: "One of my more visceral experiences in gaming came recently while playing Mass Effect 2, in which a series of events led me to believe that I'd just indirectly murdered most of my crew. When the cutscenes ended, I was rocking in my chair, eyes wide, heart pounding, and as control was given over to me once more, I did the only thing that I thought was reasonable to do: I reset the game. This, of course, only led to the revelation that the event was preordained and the inference that (by BioWare's logic) a high degree of magical charisma and blue-colored decision making meant that I could get everything back to normal. ... Charitably, I could say BioWare at least did a good job of conditioning my expectations in such a way that the game could garner this response, but the fact remains: when confronted with a consequence that I couldn't handle, my immediate player's response was to stop and get a do-over. Inevitability was only something that I could accept once it was directly shown to me."

352 comments

  1. If I wanted consequences by Goaway · · Score: 3, Insightful

    Look, if I wanted my actions to have consequences, I'd be living real life, not playing video games!

    Just give me a good, linear narrative with lots of explosions.

    1. Re:If I wanted consequences by somersault · · Score: 2

      Just give me a good, linear narrative with lots of explosions.

      That's what movies are for!

      Though having said that, I still love stuff like Half-Life and Uncharted, but the single player stuff only lasts for a couple of days, maybe a couple of weeks at most if you don't have a lot of time to play.

      The rest of the time, I much prefer more freeform stuff like GTA where the game world itself is just as entertaining as the story.

      --
      which is totally what she said
    2. Re:If I wanted consequences by arivanov · · Score: 5, Insightful

      Or playing nethack.

      No reset, no checkpoint, no turning back. Unless you cheat every decision is final and will result in you, the game or both changing somewhat.

      The only "reset" is to start from scratch which however will result in a completely different game.

      --
      Baker's Law: Misery no longer loves company. Nowadays it insists on it
      http://www.sigsegv.cx/
    3. Re:If I wanted consequences by Z00L00K · · Score: 3, Insightful

      Nethack - even through it's considered obscure and lacks a user friendly interface is very much like life.

      Remember kids - Reality has no second life. What is done is done. And experience is gained. It's only when you are old you know how you should have done things.

      --
      If builders built buildings the way programmers wrote programs, then the first woodpecker would destroy civilization.
    4. Re:If I wanted consequences by commodore64_love · · Score: 1

      Reminds me of that "stuck in a timeloop" Day Break - "Decisions have consequences."

      Or ZORK:

      "You've just been eaten by a grue." (Still not sure what a grue is, even 30 years later.) In most modern games it's part of the narrative that the heroes will get beaten by the Big Bad guy, but not killed.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    5. Re:If I wanted consequences by tverbeek · · Score: 2

      I don't believe that games teach children to be violent in real life. I do wonder, however, whether they teach children to look for the reset button.

      --
      http://alternatives.rzero.com/
    6. Re:If I wanted consequences by kainosnous · · Score: 5, Interesting

      When I first started playing nethack, I was frustrated by how almost everything was irreversible and game changing. I would quickly kill myself when sometihing didn't go the way I thought it should.

      I have since resolved to play out each game the best I can no matter how unlikely the odds seem to be. In the process, I've learned to be more careful with each choice that I make. This has the advantage of adding a more real sort of fear that gets the blood pumping. I get a real tingle up my spine when I "sense a wave of psychic energy" at the bottom of the Gnomish Mines.

      Another upside is that I find that I have more unique characters which sometimes require unusual tactics to get by. When you overcome these challenges, you have a story to tell that likely has never been experienced before.

      --
      There are 10 commandments: 01)Thou shalt love the Lord Thy God 10)Thou shalt love thy neighbour as thyself.Matt22:34-40
    7. Re:If I wanted consequences by Anonymous Coward · · Score: 0

      Look, if I wanted my actions to have consequences, I'd be living real life, not playing video games!

      That would make sense if we were talking about consequences in the real world. We're not.

    8. Re:If I wanted consequences by Anonymous Coward · · Score: 0

      And sharks. Preferably with lasers attached to their abdomens.

    9. Re:If I wanted consequences by Pete+(big-pete) · · Score: 1

      Or playing nethack.

      Or for something a little more recent and a lot less complex (and less deadly) there's Minecraft. No saves, every change to the world is changed as and when it happens - if a creeper happens to blow the front of your house apart then you're going to need to rebuild it.

      Now they just need to enter an option for perma-death rather than having death just respawn you naked back on your starting square. Restart the world and it's randomly generated from scratch.

      I'd love to see minecraft become more nethacky with complexity to discover, perma-death, and a very dangerous series of steps to get to some sort of objective...

      -- Pete.

    10. Re:If I wanted consequences by Yvanhoe · · Score: 2

      Well life doesn't feature unicorn, for one thing...

      Infinite lives is not the only feature request for life 2.0. Otherwise we would all be playing "Cubicle Programmer Online"

      --
      The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
    11. Re:If I wanted consequences by gl4ss · · Score: 1

      it does have user friendly interfaces. they're not as good for playing fast and colored characters are actually easier to decode than a messy graphics trying to display a "dragon" that's the same size as a mouse.. so playing with them, you can sink even more time to it, but more of your brain time just goes into the interface, clicking here and there.

      it's just not considered very friendly a game when you have to remember 40+ memory rules and it still takes a LONG time to play to even get to the really annoying ways to die, no matter what the interface.

      and well with nethack - once you finish it, at least it has some closure. mass effect2 is open ended. meaning that it has no ending, meaning that the ending will be in the next game. or the game after that. you know how lost works. mass effect 2 has a crapload of side q's and henchmen, which provide the main content, so most 'plots' are around 10 lines of dialogue and the main plot doesn't advance at all after the first 30 minutes of the game. but they managed to fit in a cookie cutter boss fight, because um, that's the way to build immersion in a game set in a galactic civilization, a friggin boss fight with a friggin 100 meter robot human.

      --
      world was created 5 seconds before this post as it is.
    12. Re:If I wanted consequences by Anonymous Coward · · Score: 0

      The best part about statements like this is to see how long it takes before some nerd takes them literally.

    13. Re:If I wanted consequences by bigstrat2003 · · Score: 2

      the main plot [of Mass Effect 2] doesn't advance at all after the first 30 minutes of the game.

      Uh... what. Yes it does. In fact, the plot advances significantly over the course of the game.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    14. Re:If I wanted consequences by Anonymous Coward · · Score: 0

      Ah, but when was the last time you've been asked to join a chicken kickin' competition in real life? Never mind saving the galaxy from an evil robot invasion and usurping the galactic government for your own species.

    15. Re:If I wanted consequences by delinear · · Score: 1

      I would have liked to see much more focus on the interaction with the Illusive Man in the story. I think it was kind of a casualty of the fact that the game can be played down two lines (broadly for or against IM, although in both cases you're stuck doing his missions when he tells you) that we didn't see more of this. Butting up against the council in the first game seemed much more involved. I understand what GP says, after you are "reborn" and find out evil characters X are behind everything, the game marches inevitably towards the encounter with evil characters X, and the only other "revelation" is that original evil characters Y from the first game are behind the actions of evil characters X.

    16. Re:If I wanted consequences by scamper_22 · · Score: 1

      I'd tempted to agree. A compelling story is infinitely more important than 'choices'.

      Let's take bioshock. It's a great environment and a great story... but the game play itself... a regular shooter. The choices you get to make don't really affect your game play in any significant way. They just affect the outcome of a cut scene at the end. These days, once I'm done a game like this, I just go on youtube and see the alternate endings.

      Then you have the bioware world of choice. Choose your class of character. Choose to save the village or not. Choose to be good or evil. Choose to kill the dragon or just walk away... All this would be fine and dandy except the costs are high to creating such really high quality version of such a game. If you actually create different content for different choices, someone playing the game through once doesn't even see all the hard work you do. So you end up with a lot of choices that basically lead you to the exact same game play.

      However, I still end up replaying these bioware games because your game play can change based on the type of character you are (mage, thief ...). Would I play the whole story over again as the same class... just making different story choices? Nah... as I said... I know the path basically ends up the same... and I can youtube any videos or cutscenes. In general this is a good formula. Play as a different class and make different game choices... you might well... you're replaying the game.

      As to saving to avoid consequences. I do it as well. I think games that purposefully try and counter this and annoying at best. There were a few times in mass effect 2 where you're 'forced' (immediately follows a mission or cutscene) into consequential conversation. So you didnt have a save right before the consequence. I found this more annoying than anything. Thankfully most of these were just the romance decisions... and I youtubed the alternate scenarios. I don't see the point is game designers trying to impose making a hard choice by replaying the whole game just to see an alternate path. it's probably futile... and most of all... chances are the alternate path doesn't really offer anything significant beyond something I can lookup on youtube.

    17. Re:If I wanted consequences by tepples · · Score: 1

      the single player stuff only lasts for a couple of days, maybe a couple of weeks at most if you don't have a lot of time to play.

      At which point you're done with the game unless you can convince all your friends to buy a copy of the same game.

    18. Re:If I wanted consequences by tepples · · Score: 1

      Infinite lives is not the only feature request for life 2.0. Otherwise we would all be playing "Cubicle Programmer Online"

      Is "Cubicle Programmer Online" anything like the MMO at SourceForge.net, run by the same company that runs Slashdot?

    19. Re:If I wanted consequences by TheCRAIGGERS · · Score: 3, Funny

      Well life doesn't feature unicorn, for one thing...

      But it does feature kitchen sinks and trolls...

      Two out of three ain't bad.

    20. Re:If I wanted consequences by SuiteSisterMary · · Score: 1

      broadly for or against IM, although in both cases you're stuck doing his missions when he tells you

      Interesting. I always viewed the two paths as 'using Cerberus' and 'working for Cerberus,' being paragon and renegade respectively. In my Paragon playthroughs, Cerberus was a handy source of personnel, materiel, and transport, and I was surprised that the IM never seemed to mind that I generally did the exact opposite of what he wanted.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    21. Re:If I wanted consequences by mcvos · · Score: 2

      Sometimes I'd love to reintroduce that kind of gameplay. No save-restore, but infinite replayability.

      One game I hope to be able to make one day, is a CRPG that's filled with hurricane-causing butterflies. Tiny changes can have huge dramatic effects on how the story will unfold, what stories will be unfolding at all, what role you'll be playing in those stories, etc. And no going back to check what else could have happened (because the answer is: anything! You'd never get anywhere if you keep going back, so continue and replay after you finish it!). And the obvious way to handle the no-reload restriction without the risk of losing a character through power failure or stuff like that, is to store all game data in a database, instead of a simple save file.

      You'd also be rid of long load and save times. I think this would be really cool (though I might still include a "wimp" mode for people who really do want to reload stuff).

    22. Re:If I wanted consequences by ifiwereasculptor · · Score: 2

      Then you'll hate One Chance: http://www.newgrounds.com/portal/view/555181

      Of course there are ways of resetting, like Chrome's incognito mode, and I just had to use it. I think what we like the most in open ended games is exploring the world in all its four dimensions. We want to see all the possibilities. That, coupled with laziness, just make we abuse save states and whatnot.

    23. Re:If I wanted consequences by Anonymous Coward · · Score: 0

      No, but The Sims did ingrain the habit of pressing "2" or "3" on our keyboards when our we didn't want to wait for whatever it was the computer was doing. :P

    24. Re:If I wanted consequences by Pharmboy · · Score: 2

      Can't believe no one has mentioned the Kobayashi Maru.

      Unless you cheat (like Kirk), sometimes real life doesn't give you good choices. I personally think that this adds to the immersion quality of a game, making it a better escape. Bioshock and Fallout are two good examples of games that make you pay a price for your choices, without it being overbearing.

      --
      Tequila: It's not just for breakfast anymore!
    25. Re:If I wanted consequences by fprintf · · Score: 1

      I recommend Minecraft. Sure you can "cheat" and find your save files to copy before you make some decisions (e.g. my decision to blow up my dungeon was not a good one because I blew up myself into a pool of lava, destroying my diamond picks). However the way the game is structured, each decision is final and without a restore point. And it has absolutely infinite replayability, I think there are zero limits to this sandbox type game.

      --
      This post brought to you by your friendly neighborhood MBA.
    26. Re:If I wanted consequences by HalfFlat · · Score: 2

      Imagine if we could have a reset button.
      Imagine a world where, physically at least, most decisions could be undone, and the only lasting consequences of a poor choice were social.
      No more: crippled by that car accident; freak fall that took out your friend's eye; paraplegic after the top rope snapped; blinded after the pressure cooker exploded.

      We should, as a society, be aiming to conquer death and injury. Technology can be our saviour. Physical misery through misfortune, or through the sheer arbitrariness of our biology and environment, may one day be only a historical curiosity, but we need to dedicate real resources and real time to the project.

      Do not accept the status quo! The only reason why we have so much death, is that we haven't yet figured out how to fix it.

    27. Re:If I wanted consequences by Anonymous Coward · · Score: 1

      Look, if I wanted my actions to have consequences, I'd be living real life, not playing video games!

      Just give me a good, linear narrative with lots of explosions.

      Look, I understand your perspective, but I think one of the problems with kids today (and I have 2 of my own) is that while you can always dismiss anything you see in a game as 'it's just a game', the conditioning the brain is experiencing is very real. Kids that get all these do-overs at whim will find it hard to deal with real life consequences and always have a feeling that anything they do can be undone. I'm not making this out to sound like violence in games makes violent kids (I do not believe it does), but I think having real consequences in games is actually something good that can be taken away from a game.

      I remember ultima III. You die and the save game is over...I had to eject the disk before it wrote the player death to the disk!

      Yes, they were 5 1/4"

    28. Re:If I wanted consequences by Duradin · · Score: 1

      Wouldn't perma-death mean banning your account from that host (you died, you don't exist in that world anymore) or deleting the save files for a local game (once again, you died, you don't exist in that world)?

      If you can respawn into the same world you may not have your inventory (immediately) but you have knowledge from the last character that is still a resource so it's not really perma-death, especially since there's no soul bound gear or levels to grind for. The new you can find the corpse or base of the old you and continue on as if nothing happened.

    29. Re:If I wanted consequences by Rich0 · · Score: 1

      I don't believe in the no-win scenario.

      (Sorry, you asked for it...)

    30. Re:If I wanted consequences by HeckRuler · · Score: 2

      Came here for this, and I'm not leaving disappointed. Bravo /.
      I played it once, saved me and my girl, and that's simply that. Ultimately, I think it's an artsy piece specifically made to draw out that feeling of "what if I had done something differently", and then like a bastard, leaving that question unanswered.

      Yeah, I agree, a big open world full of possibilities is an awesome place to explore. That's tempered by idea that it's not fun if there's no point. So ideally I think you want an open sandbox world with an ultimate goal presented. Some tools to affect the world. And with that world and those tools some emergent gameplay should be able to form that eventually lets you accomplish the goal AND WIN THE GAME.

    31. Re:If I wanted consequences by Quiet_Desperation · · Score: 1

      I agree. Games are an escape for me, and a chance to play around with a little world some clever folks created. Being able to go back to a previous save invites experimentation and general messing around. The Peter Molyneuxs of the gaming industry with their "Oh, emotions and consequences! Squee!" can all walk off a cliff.

      Hey, Peter! I maintained two copies of my Fable III file- one on hard drive and a backup on a memory card- so I could circumvent your little philosophy! Bite me! :-)

      Just give me a good, linear narrative with lots of explosions.

      My preferred gaming is open world sandboxes, but, yeah, a well designed linear game is good, too.

    32. Re:If I wanted consequences by nitehawk214 · · Score: 1

      Remember kids - Reality has no second life.

      Sure it does... its called Second Life(tm). Though, sadly enough, people seem to take that more serious than real life.

      --
      I'm a good cook. I'm a fantastic eater. - Steven Brust
    33. Re:If I wanted consequences by Duradin · · Score: 1

      Ok, on rereading it looks like "Restart the world and it's randomly generated from scratch." could be a positive tone.

      In that case that option is already there, you can delete your save files or not go back to that host, a perma-death option just lets you force the game into doing that for you.

    34. Re:If I wanted consequences by ArhcAngel · · Score: 1

      They're AI's not robots you insensitive clod!

      --
      "A person is smart. People are dumb, panicky dangerous animals and you know it." - K
    35. Re:If I wanted consequences by DavidTC · · Score: 3, Insightful

      Both ME1 and ME2 do a pretty good job of railroading you along the plot while allowing you free choice.

      They can do this because, fundamentally, you are 'good guy' either way, which is a hell of a lot easier then games that let you play as 'evil' and then try to have you save everyone for no explicable reason.

      You just have the choice of saving the world as Captain Picard or Jack Bauer.

      This extends to your bosses. You can either believe them and attempt to follow orders or you can just ignore whatever they say and either do what's 'right', or ignore them and do what's 'efficient'. And said orders can vary from reasonable to political asscovering nonsense in the first game, and from reasonable to clearly corporate corrupt in the second. But they are also both 'good guys', at least for the main goals they send you on. (Although you can get rather morally dubious side missions from both, although you can do whatever you want on them with no repercussions, because your bosses can't afford to 'punish' you in any way without risking your failure.)

      It is a very well-designed alignment system.

      --
      If corporations are people, aren't stockholders guilty of slavery?
    36. Re:If I wanted consequences by AmiMoJo · · Score: 4, Funny

      This is the plot of 90% of action movies and games, isn't it? Everyone dies so the hero can take on an entire army by himself... In fact he might as well put them out of their misery himself so we don't have to hear about their stupid family and how they only have one day left in the Core and then the inevitable "tell Sarah and the kids I love them..." crap as they bleed to death.

      The only difference here is that this bit of the plot has moved from the cheezy FMV sequence to be part of the actual game. We have Call of Duty/Medal of Honour to thank for that where you hit the beech at Dunkirk, everyone on your side gets mown down and then you fight your way to Berlin single handedly only to find that the last boss (Hitler) realised the futility of resisting your one-man assault (even if he can shoot lasers out of his eyes) and shot himself. Either that or he was hoping one of his guys would go on a similar solo orgy of violence and destruction if all his team mates were wiped out leaving him as the last/only hope for victory.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    37. Re:If I wanted consequences by Idarubicin · · Score: 1

      Imagine a world where, physically at least, most decisions could be undone, and the only lasting consequences of a poor choice were social.

      Done!

      You'll be looking to read books by John Barnes set in his Thousand Cultures universe. Periodic backups of one's mental state and permanent recording of genetic information mean that in the event of your untimely death you can be restored from archives. Don't forget to make frequent backups, however, or you'll lose years of memories. Sound familiar to the Slashdot crowd?

      Variations on this theme exist from a number of sf authors; and general conquest of disease and non-fatal injury are pretty much a staple of the field.

      We should, as a society, be aiming to conquer death and injury.

      Yep, it's too bad that we don't spend very much money on medical research.

      --
      ~Idarubicin
    38. Re:If I wanted consequences by Culture20 · · Score: 1

      When I first started playing nethack [...] Another upside is that I find that I have more unique characters which sometimes require unusual tactics to get by. When you overcome these challenges, you have a story to tell that likely has never been experienced before.

      Unfortunately, I've found that nethack stories bore even geek girls.

    39. Re:If I wanted consequences by Archangel+Michael · · Score: 2

      I'm sorry, but I'm glad we don't have a "reset" button. I'm the person I am today, because of the experiences I've had. Had I made different choices, I'd be a different person than I am today.

      The StarTrek Episode with Q giving Picard a second chance at life gives a good illustration of this point. Picard, choosing the "safe" choices as he went through life ended up not at a Captain of the Flagship, but rather as no-named Red Shirt Lieutenant stuck in the bowels of the ship.

      The choices we make have consequences (often unintended). We have to learn to live with them. You may not like the person you would have been.

      --
      Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    40. Re:If I wanted consequences by lgw · · Score: 1

      The rest of the time, I much prefer more freeform stuff like GTA where the game world itself is just as entertaining as the story.

      I just move on to the next game. There's no shotage of games, especially cheap games, these days. What I really like is a fairly linear narrative (narrow enough so that I can see all the content in a couple of playthroughs), but a lot of freedom in how to overcome each obstacle. It's not linearity in plot that bothers me, it's playing "guess how the designer wanted me to solve this problem" instead of being free to innovate within the game world with the tools provided.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    41. Re:If I wanted consequences by Archangel+Michael · · Score: 1

      So cheating is okay in your world? When is cheating okay?

      Let see if everyone played by those rules (Cheaters win), and everyone cheated, how would that really work out for everyone?

      Cheating is nothing more than the "end justifies the means" ethics, and people who subscribe to that love systems like Fascism because the trains ran on time.

      I'm just saying, that Kobayashi Maru was short sighted. It worked for Kirk, because he realized the simulation was rigged (a kind of cheat), and cheated the cheaters for the win. It doesn't work as general principle to operate on.

      --
      Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    42. Re:If I wanted consequences by lgw · · Score: 3, Insightful

      I played Nethack with perma-death! The first time I played i was killed by one of the stupid cheap ways that game can kill you. I deleted the game and have never played it again. I don't even play games with checkpoint-only saves. I have enough tedium in real life; I'm not at all interesting in repeating game content over and over.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    43. Re:If I wanted consequences by morari · · Score: 1

      I just recently installed and played through both Mass Effects about a month ago. I sat and played through them back-to-back over the course of a few weeks. I found them both to be immensely satisfying. The first game was a great RPG, with a long, fairly linear plot. The second was a decent action game with a much shorter, darker, snaking plotline. It may have just been illusion, but it felt like I was given a lot more choices in the second game, especially when it came to really making use of Renegade points. I don't really know why anyone would load the game back up to save a few crewmates, especially when that sort of loss will probably make the third game even more interesting. Maybe the submitter is just one of those people that can't stand movies without a cheesy, happy ending?

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    44. Re:If I wanted consequences by somersault · · Score: 2

      It's "Corps" btw - as in corporation, and corpse. In this case Corps meaning a body of people rather than just a body.

      --
      which is totally what she said
    45. Re:If I wanted consequences by Machtyn · · Score: 2

      Interestingly, Life 2.0 does feature immortality. Just not everyone living Life 1.0 believes it.

    46. Re:If I wanted consequences by Anonymous Coward · · Score: 0

      That's why I glance at the strategy guide (advice from people who are old and realize their mistakes) every chance I get.

    47. Re:If I wanted consequences by Mad+Merlin · · Score: 1

      Game! is also similar in that all moves are permanent, however it does have the permadeath option (dubbed hardcore mode) available for new characters (once you get at least one past level 10).

    48. Re:If I wanted consequences by julesh · · Score: 1

      Remember kids - Reality has no second life. What is done is done. And experience is gained.

      Great. How long before I can level up?

    49. Re:If I wanted consequences by NotBornYesterday · · Score: 1

      I'll second the Fallout bit. The hardcore mode in New Vegas forces you to eat, drink, and sleep every so often. Also, rest and medicine don't instantly and automagically heal you and regrow lost limbs. That said, the save/reload/undo option the author of TFA philosophizes about still exists, and the automagic recovery and regrowth still happens with ludicrous speed and ease compared to the real world, etc., but I then again, didn't get it so my kids could learn a life lesson from it.

      --
      I prefer rogues to imbeciles because they sometimes take a rest.
    50. Re:If I wanted consequences by Anne+Thwacks · · Score: 1

      That is because the only way to reach life 2.0 is to be a Buddhist!

      --
      Sent from my ASR33 using ASCII
    51. Re:If I wanted consequences by PitaBred · · Score: 0

      So why even bother completing Life 1.0?

      If you start looking at facts, you'll realize that Life 2.0 is just like Santa Claus. A nice story to make sure people behave like the people in control of the beliefs want you to.

    52. Re:If I wanted consequences by Anonymous Coward · · Score: 0

      I've never played Nethack, but I have played the varied descendants of Moria.

      My first instinct also had been to make game saves, copy my game save to another directory, and proceed.
      But you are right..Once you're invested, going down the stairs to the next level is a much more consequential decision.

    53. Re:If I wanted consequences by Jesus_666 · · Score: 1

      That's what my university diploma thesis will be about: Games without a set plot but instead with a number of randomly generated actors which create an emergent plot. Essentially a bit like a simulated RP server for an MMORPG. The scenarios I'm thinking of are adventures and 4X games but RPGs could work as well.

      Of course I still have to write the damn thing.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    54. Re:If I wanted consequences by BobMcD · · Score: 1

      Even if that were true, would it be such a bad thing? Outside of morality there is no good and no evil. But people are inherently assholes. Even if there is nothing more to religion than "don't be such an asshole", isn't THAT ALONE enough to warrant that it should be practiced?

      I'm genuinely wondering why a person such as yourself would make such a Santa Claus statement in this thread. What's the alternative? "We all just act like adults without believing that our actions have consequences in another life"? Did you read TFA? Because it speaks to this notion. If life doesn't matter, and our actions within it do not matter, then what kind of a world would this become?

      Say what you will about the many, many, many negatives of religion, but I do think you'll have to stipulate that most if not all religions do expect one to be less of an asshole doing whatever he or she feels like in that particular moment.

      Please do illustrate the other point of view. I'm earnestly curious.

    55. Re:If I wanted consequences by PitaBred · · Score: 1

      You make the statement that "people are inherently assholes" without any evidence. I find that 99% of the people I know are not assholes, no matter what they believe. You also imply that religion solves this, but you haven't even proved your assertion, much less the solution.

      As for your solution, I know many people who are assholes BECAUSE of their religion. Westboro baptists, any of the televangelists telling us that America is suffering because of the gay "plauge", Glenn Beck, and so on. Religion may theoretically stipulate that you be less of an asshole, but that is rarely how it's practiced.

      Which kind of takes the whole wind out of your argument.

      Most people are good because it feels good to be good. Even as young children we have an inherent sense of fairness, and will act on it. Well before we can even understand the concept of "god" or the supernatural. Your assertion, that we need religion to be good, is just plain false.

    56. Re:If I wanted consequences by i_b_don · · Score: 1

      Level 1: Learn to eat
      Level 2: Learn to babble
      Level 3: crawl
      Level 4: walk
      Level 5: learn to talk +1 skill communication
      Level 6: toilet trained ....

      Level 34; Graduate High School
      Level 35: Graduate College
      Level 36: Get job (level 1)
      etc ....

      So what level are you?

      --
      all language nazi's will burne in heil!
    57. Re:If I wanted consequences by Anonymous+Brave+Guy · · Score: 1

      At which point you're done with the game unless...

      I don't see why that's a problem. I don't buy a movie or a book for replay value. I would rather have a game that was detailed and entertaining for a few days than one which lasted forever but became monotonous and lacked any real depth. Unfortunately, the people who make games only seem interested in serving the people who do want endless whatever these days, which I guess is why I don't buy a whole lot of games any more (aside from the buggy-as-hell, DRM'd-to-death nature of most of them, that is).

      BTW, my nomination for thought-I-screwed-up-permanently-and-needed-to-go-back moment is getting kidnapped and waking up with no stuff in Deus Ex.

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    58. Re:If I wanted consequences by Anonymous Coward · · Score: 0

      Nethack has several more "user friendly" front-ends.

    59. Re:If I wanted consequences by BobMcD · · Score: 1

      You make the statement that "people are inherently assholes" without any evidence.

      ...

      Most people are good because it feels good to be good.

      So my statement needs evidence, but yours does not. That is the very essence of religion, my friend. This is totally cool, as I endeavor to respect just about anyone's spiritual beliefs.

      Your assertion, that we need religion to be good, is just plain false.

      That is rather false, isn't it. Of course it isn't quite what I said, so I guess that's okay. What I said was that religion, properly practiced, usually requires us to be good. Any ordered system of behavior could well do the same thing. In that Buddha was not a god, yet Buddhism is a religion, so could any structure regarding the way we live our lives be built to accomplish the same ends. It would, though, become a religion since it deals with moral concepts like right and wrong.

      Anyway, you seem to have pretty clearly demonstrated both the rigor of your thought and your willingness to ponder such things, which was what I was after. Thank you and have a great day.

    60. Re:If I wanted consequences by BobMcD · · Score: 1
    61. Re:If I wanted consequences by BobMcD · · Score: 1

      "Cheating" is just a matter of semantics, though. Is a hacker "cheating" when he or she guesses your password? Is the chess master "cheating" when he uses a memorized set of unbeatable moves? Were the Allies "cheating" when they cracked the Enigma machine, or when they used Navajo code-talkers? Etc, etc, etc.

      And, just to ice that cake, everyone generally does play by those 'cheaters win' rules. You can break every single rule that is not enforced, and everyone but everyone knows that. Like people that drive five or ten miles over the speed limit. They're cheating. They're winning by getting to their destination just a tad earlier.

      Sorry to break it to you, but we're already there and the world didn't end.

    62. Re:If I wanted consequences by socz · · Score: 1

      I played this game and really enjoyed it. Sure, it is a bummer, but you know what? So is life sometimes. It's cool! GhettoBSD Approved!

      It also shows what else flash is capable of. Most people hate the game and apparently, the functionality. But little do people realize it is an important function in the flash toolbox. This game, is also a great example for our privacy argument: most people won't know how to get around the game not allowing you to play it again, partly because of how flash is set up, and partly because people just don't know what to do on their end. It's interesting to read comments on "how to be able to play it again."

      --
      My abilities are only limited by my imagination
    63. Re:If I wanted consequences by Anonymous Coward · · Score: 0

      I fucked the girl at the office and everybody died.

    64. Re:If I wanted consequences by Anonymous Coward · · Score: 0

      I'll second the Fallout bit. The hardcore mode in New Vegas forces you to eat, drink, and sleep every so often. Also, rest and medicine don't instantly and automagically heal you and regrow lost limbs.

      I was dissapointed in how this was implemented. I don't need it to be perfectly realistic, but the needs rates are so low and the amount of freely available food and water so high that survival doesn't function as a gameplay mechanic; it is reduced to being a minor annoyance. As for the crippled limbs, one word... hydra.

      Thank god for mods.

    65. Re:If I wanted consequences by Sigma+7 · · Score: 2

      Level 34; Graduate High School
      Level 35: Graduate College

      These two levels are *massive* time sinks, where most of time is spent waiting doing what some people consider nothing, or perhaps non-helpful grinding. Also, it's faster to complete the "level 36" requirement of getting a job than it is to graduate high school - especially if you haven't done the prior levels yet.

      Then again, if you are railroaded into completing college, you generally expect to find an in-field job.

      Oh, getting a fast-food position is considered a Level 0 job, and is Level 33 in real life? Well, working that for a few years gives you enough money to fund college long enough to avoid student loans. You also bypass school entirely since you enroll with a GED or as a mature student, and can more quickly obtain the Level 1 job as well. Naturally, this method to skip levels should be on walkthrough sites by now, along with statements that the NPCs are really lying bastards.

    66. Re:If I wanted consequences by HeckRuler · · Score: 1

      There's an important lesson here about life choices you know.

    67. Re:If I wanted consequences by CapOblivious2010 · · Score: 1

      Yeah, I was wondering about that "one day left in the core" part too... I thought maybe they meant the core of a nuclear reactor (they seem to be rather prominent in such games)... but if you're looking at spending a whole day in the core, you're probably better off just getting shot and killed now instead of dying from radiation burns.

    68. Re:If I wanted consequences by shutdown+-p+now · · Score: 1

      That's probably because it's a very classic example of vaporware. Heck, the release was first widely expected almost 2000 years ago!

    69. Re:If I wanted consequences by Machtyn · · Score: 1

      Not true. Christians and Jews believe in an afterlife that allows the person to live forever. A Savior opens the way.

    70. Re:If I wanted consequences by Machtyn · · Score: 1

      For Christians and Jews, the question is valid. Why, if Life 2.0 is so great, do we not off ourselves and get there faster? The answer is 2-fold. 1. We believe in a God that told us "Multiply and Replenish the Earth." We would be sinners otherwise. 2. We believe God told us not to expedite the situation. Fortunately, we are built with a strong self-preservation method.

      Someone mentioned Buddhism before. They believe that in order to have a better Life 2.0, or 16.0, you have to live a good current life. (I am open for correction if I misunderstand.)

      Islam also teaches one to live a good life and respect each other - despite the psychotics that have taken over and perverted their religion.

    71. Re:If I wanted consequences by Anonymous Coward · · Score: 0

      I would rather have a game that was detailed and entertaining for a few days than one which lasted forever but became monotonous and lacked any real depth.

      False dichotomy. There are tons of games that last forever, yet are detailed and entertaining, and games manage to be monotonous and lack any real depth even when the last only a few days.

    72. Re:If I wanted consequences by Razalhague · · Score: 1

      HAAAX!

    73. Re:If I wanted consequences by mcvos · · Score: 1

      Man, that's exactly what I wanted to do in university. But nobody cared about games back then. Now I have to do it on my own.

    74. Re:If I wanted consequences by cyclomedia · · Score: 1

      Slightly OT but you reminded me of the Halo games (or the first two at least, not forked over for a 360 yet). I quite like trying to keep my marines alive and tagging along for as long as possible but the games (the second to a lesser extent) are hard wired to dispose of them as fast as possible in that if you get a few past a sticky situation there are points where they simply won't follow you any more, like there are no AI-nodes for them to follow. One example is in Halo 2 in the underground freeway sections, there's a point where you meet a bunch of marines with a warthog, but if you already have a bunch of marines in a warthog they just drive around in circles.

      I know I'm technically playing the game "wrong" but seems a bit close-minded of the devs to me.

      --
      If you don't risk failure you don't risk success.
    75. Re:If I wanted consequences by Jesus_666 · · Score: 1

      It's not really about games; the professor I write the thesis under is in the AI department and it's really about the application of various planning algorithms in novel ways in the domain of video games, which is averse to "real" AI for performance reasons.

      Essentially the question I ask is "How can we make our field relevant to the gaming industry?". That is much more marketable than "How can we make cooler games?", even though the latter is what motivates me to write the paper.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    76. Re:If I wanted consequences by Dushnock · · Score: 1

      You mean Life is finally beginning to look like Games ?
      Gosh, what they do today with reality...

      (Seems I went into the matrix only yesterday.)

      --
      "Soylent Green is people." (1973)
    77. Re:If I wanted consequences by The+Wild+Norseman · · Score: 1

      Not true. Christians and Jews believe in an afterlife that allows the person to live forever. A Savior opens the way.

      Sweet. So as an atheist all I need to do is get to know a Christian who already has accepted Jesus Christ into his life and hit him with a session highjack.

      I'll be seein' all you pious suckers in heaven!

      --
      "A government is a body of people usually -- notably -- ungoverned." -Shepherd Book
    78. Re:If I wanted consequences by sulfur · · Score: 1

      Basically, it's Lawful Good vs. Chaotic Good.

  2. response by alphatel · · Score: 1, Offtopic

    I recommend sleep.

    --
    When the foot seeks the place of the head, the line is crossed. Know your place. Keep your place. Be a shoe.
  3. Quitter by Anonymous Coward · · Score: 0

    Gaming 101: Never quit until the screen says "Game Over"

    1. Re:Quitter by Anonymous Coward · · Score: 1

      Or FISSION MAILED

    2. Re:Quitter by FoolishOwl · · Score: 1

      Or FISSION MAILED

      That explains what killed everyone.

    3. Re:Quitter by nobodylocalhost · · Score: 1

      I quit ff7, then proceed to erase the game from my computer with DoD spec secure delete, then proceed to shred the entire game disk and box, then proceed to burn the remains, then proceed to stop buying square goods. Playing a game in essence is to enjoy things that are not possible in reality. If I wanted to see people die, I would work at an old folks' home. Just build good relationships with them and watch them die off one after another. Implementing tragedy in a game is fundamentally annoying and by all accounts trolling. It's basically saying "you can have what ever control you want, but fuck you and your choices, skills don't matter. We are going to do things our way and there ain't a thing you can do about it. (trollface)" It's fine to have tragedy in a movie, book, or any of the none-interactive media. But as interactive media goes, why would I pay my hard earned dollars to feed trolls?

      --
      Where is the "Ignorant" mod tag?
  4. i lost... by jaggeh · · Score: 1

    ...the game.

    But seriously, on my first playthrough i lost 5 of my 9 crew. i lived with the consequence and this is the game i will be bringing forward to ME3 (if the option is there)

    Im currently on a second playthrough of ME1 with different sex character, when it comes to ME2 maybe things will be different this time but i probably wont use this game in ME3 until ive finished it with the first one.

    --
    I would give everything i own for a little bit more.
    1. Re:i lost... by IgnoramusMaximus · · Score: 1

      LOL.

      On first play, just by a fluke (and by being pedantic in collecting all the ship upgrades) I ended up with no one lost.

      It was only later when I went into the ME2 forums that discovered, to my surprise, that you could lose people in the end game! I had that feeling I imagine people get when they are told that the plane they just missed ended up in the field just outside the airport...

    2. Re:i lost... by X0563511 · · Score: 1

      i will be bringing forward to ME3 (if the option is there)

      It will be. It's been stated in several places, including in ME2 itself (there's a tip somewhere mentioning that your choices will have a direct impact in your ME3 game)

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    3. Re:i lost... by Burnhard · · Score: 1

      Yes... but it kind-of seemed obvious you'd need the upgrades at some point. Also bought a pet Hamster, which literally brought me seconds of amusement.

    4. Re:i lost... by IgnoramusMaximus · · Score: 2

      Yes... but it kind-of seemed obvious you'd need the upgrades at some point.

      Apparently even if you have all the upgrades you still can lose a lot of people by choosing wrong people for different team members at the end game.

      Also bought a pet Hamster, which literally brought me seconds of amusement.

      I just couldn't bring myself to do it...

    5. Re:i lost... by commodore64_love · · Score: 1

      >>>I had that feeling I imagine people get when they are told that the plane they just missed ended up in the field just outside the airport...

      That was an awesome movie.
      Death eventually fixes his mistake (kills off the people that missed the plane).

      RANDOM QUESTION:
      When I'm playing a 50-hour RPG, how do I shorten the time so it only takes half that? Replaying these things is a challenge when it takes so darn long.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    6. Re:i lost... by IgnoramusMaximus · · Score: 1

      RANDOM QUESTION: When I'm playing a 50-hour RPG, how do I shorten the time so it only takes half that? Replaying these things is a challenge when it takes so darn long.

      Easy. Wait 3 years so that you forget everything and then when you play it its all new again and at the end you feel that 50 hours is too short, like the first time!

    7. Re:i lost... by Anonymous Coward · · Score: 0

      And in Baldurs Gate 2 they said you could import you character into Neverwinter Nights. They also claimed I needed to eat. Don't let the in-game tips fool you ;-)

    8. Re:i lost... by Pojut · · Score: 1

      Pretty much the only way is to ignore side quests and just blast through the storyline. Of course, at that point, what are you doing playing an RPG...?

    9. Re:i lost... by MBlueD · · Score: 1

      I do this regularly with Baldur's Gate series (~ 1 year cycle). The mods help too.

      --
      We don't stop playing because we grow old, we grow old because we stop playing.
    10. Re:i lost... by Anonymous Coward · · Score: 0

      skip all the dialogue

    11. Re:i lost... by delinear · · Score: 1

      Apparently even if you have all the upgrades you still can lose a lot of people by choosing wrong people for different team members at the end game.

      True, but so long as you've done everything else right you'd probably have to make really stupid choices (like sending the Krogan to do the complex technical re-routing, or the thief as the team leader for the strike force) to lose anyone. The key things are a) buy all the upgrades and b) complete everyone's "loyalty" mission successfully. If you've done that, the game actually lets you choose from 3 or 4 characters for each end game choice without losing anyone, which makes it pretty hard to fail.

      I played through the first time and saved everyone without even realising it was possible to influence that aspect of the game - just by exploring and playing everything to its logical conclusion. The second time (on Insanity) I lost Legion, but I hadn't done his or a couple of the others' loyalty missions so I was expecting casualties to be much worse, I just wanted to try the boss fight on Insanity and wasn't too concerned with losses, I'll be carrying my other save over to ME3. A lot of people who struggled to keep everyone alive end-game seemed to have just run through the main game without doing the side quests, which meant they missed a lot of the backstory (or maybe they just got sick of mining planets for resources - have to admit, though it was better than ME1, that aspect is still a bit of a grind - would be nice later in the game to have some way to automate it).

    12. Re:i lost... by delinear · · Score: 1

      It's a pity that in almost all cases the direct impact this time around was so limited. It's nice that my actions affect the world my character is running around in, but a really gutsy move would be to change the main story arc on a much bigger level based on decisions in ME1. Imagine if "good" characters stayed on with the military, got a better ship so didn't get nuked by the collectors at the beginning and you experienced the whole story from a completely different viewpoint (and got to team up with Ashley again), while "bad" characters were pushed down the Cerberus route. Sure it would be a hell of a lot more complex, but it might even get me to dig out my copy of ME1 and replay it for a fourth time if the impact was so huge. Maybe they have bigger plans for ME3 - after all it's possible to lose a lot of team members this time around which, unless they start you from scratch next time out with an all new team, will have a much more direct impact on the game.

    13. Re:i lost... by IgnoramusMaximus · · Score: 1

      or maybe they just got sick of mining planets for resources - have to admit, though it was better than ME1, that aspect is still a bit of a grind - would be nice later in the game to have some way to automate it

      I am actually in the minority of those who liked the MAKO. It gave me more of a feeling of actual exploration (complete with random monsters popping up) and strange finds that were not on the scanner. So I found the ME2 exploration system both a major step back and a major chore.

      But it appears most people want to have their "adventure" fed to them by a spoon.

  5. I lost Kain.... by Burnhard · · Score: 1

    I lost Kain at the end on my first play-through, but then on second play-through I just didn't send him through the vents and all survived. But I think you're talking about the fact you didn't upgrade your ship before entering the jump gate, which is where a lot of players fail first time out. The thing is, there aren't any irreversible choices in games these days; most of them have check-points or a save facility, which a lot of players use constantly. With judicious loading and saving, you can effectively move your character along an optimal path (well ok, a little like A*, rather than actually optimal!). The only problem is if you're forced to make such choices early on in the game and then have to retrace your steps all the way back there.

  6. Jack or Miranda by Burnhard · · Score: 2

    Anyway, the real question is whether you virtually boned Jack or Miranda...

    1. Re:Jack or Miranda by Dachannien · · Score: 2

      No way! Tali FTW.

    2. Re:Jack or Miranda by Anonymous Coward · · Score: 0

      neither... one was seriously unstable and the other was a bitch. Tali all the way.

    3. Re:Jack or Miranda by sweffymo · · Score: 1

      This. Tali FTW.

  7. It's OK. by Woy · · Score: 3, Funny

    All it means is that you are a pussy. Seriously.

    --
    "If God created us in his own image we have more than reciprocated." - Voltaire
    1. Re:It's OK. by gl4ss · · Score: 1

      it just means also that the ending sequence in mass effect 2 is very badly written. in fact, the whole structure of the game sucks ******* soooooooo badly. ultima 6 had more choices, more dialogue, more routes. more items. more varied npc's and actual cities to explore.

      plenty of pseudo choices though and obvious "which character you prefer to play" conflicts. it's no fun that you don't see the whole dialogue option before choosing either, it feels very much like in futurama that viewers choice movie, choose one thing and the character says something that's totally different in spirit and meaning than the choice you made on screen.

      --
      world was created 5 seconds before this post as it is.
    2. Re:It's OK. by inviolet · · Score: 4, Interesting

      All it means is that you are a pussy. Seriously.

      Indeed.

      The greatest moment in my FPS career occurred in Half-Life 1. About 15% through the game, there is a level that contains many heavy blast doors. A sensor near the door responds to fire and explosions by lowering the door, with accompanying sirens and flashing lights. Once the door comes down, it stays down, forever. Even if that means the player is stuck on the wrong side of it with no other way to proceed.

      When I realized all this, triggering a blast door became a heart-pounding moment.

      Eventually I figured out I could use the doors tactically, by triggering them as I came near, and slipping under just in time, such that the enemies chasing me couldn't follow.

      Years later I ended up dating a videogame level designer. In his group it is a sin for a level to contain any "player cannot progress" situations like those blast doors. I patiently explained over and over to him (without success) that such a thing actually improves a videogame, because it makes it feel more real and less like a ride on a monorail train.

      We aren't dating any more.

      --
      FATMOUSE + YOU = FATMOUSE
    3. Re:It's OK. by uncledrax · · Score: 3, Insightful

      I happened to dabble in video game level design, and wholly support the idea of irreparable harm coming from just simply dumb player choices.. and alot of the older (circa 2000 and before) games let you fsck over yourself like that.... so you just reload from your last save and call it good.. Also I know alot of gamers now that have to have everything -perfect-.. when I was playing FO3, if I locked out a computer or broke a lock, I moved on... rarely was there anything game-breaking behind those barriers anyway, but I know several people that quick-save/load every 30s just to make sure they did it just perfect.. Perfect is no fun, at least to me. :/

      Somewhere after Y2K, the industry started focusing more on 'what players wanted' and making sure their games only were 'difficult' by giving the bad guys more hit-points. The good: larger then ever video game sales and number of 'gamers'.. the bad.. most of the games are cranked out white-washed sequels and (this has been since the dawn of time) many companies are just simply too afraid to try something new.. and I think this is where the rise of the smaller/indie game developer will come about.. I'm not saying Tripwire or Introversion will end up sinking EA or Nintendo, but rather, many gamers that are true gamers will end up latching on to the niche that each is developing and enjoy their titles.

      --
      ----- The internet has given everyone the ability to have their voice heard equally as loud.. even if they shouldn't be
    4. Re:It's OK. by Late+Adopter · · Score: 4, Insightful

      If a game is going to do that, then it should make it very clear that you're screwed, so you don't spend ridiculous amounts of time trying to find a way forward that doesn't exist. But if it does it right, then it's no different from dying IMO: just another reason to reload. And the Half-life series does it right with auto-saving at checkpoints, so you don't even have to go that far back when you die.

      It should be a requirement for a modern game to isolate its challenges and auto-save. You can still build a successful narrative, but the gameplay prevents itself from getting unnecessarily redundant. The Gears of War and Half-life series are great examples of doing it right.

    5. Re:It's OK. by Monkeedude1212 · · Score: 3, Insightful

      There is a reason for that rule that the videogame level designer proposed. If you made it through each door the first time, you're one of the lucky 20% of players who did not have to revert to an older save to retry that section. And the major part you fail to realize is that about 20% of players will not make that first door, not realize what that means, and is trapped, looking for a way out, can't, and gets frustrated.

      The arguement that you think it makes it a better game for reason x is moot because if it were such an incredibly good game mechanic, you'd see a lot more of it. Valve has spent a lot of time researching how players enjoy their games - and the scenario you described is one every level designer tends to avoid for the very reasons I described: the same amount of players who enjoy it will roughly equal the amount of players who will HATE it. If players are already having fun, omitting that section of the game doesn't hurt, because you won't be frustrating a portion of your audience to please another.

      I guarantee more people would enjoy a blast door sequence if the blast doors could be re-opened through a relatively punishing mechanic (like heading back to the utility room to reset the sequence) - but not one that literally forces you to stop where you are and restart from an earlier section of the game.

      You think a monorail makes a game feel unrealistic? Try reloading from a save point. How does THAT feel real?

    6. Re:It's OK. by Anonymous Coward · · Score: 4, Insightful

      The reason why inescapable traps are a no-no in game design is that players may not realize they're trapped. If you've ever run around a level for hours, looking for an item that you think will solve a puzzle but doesn't actually exist, you know that these events totally kill a game. If there are inescapable traps in a game and the player can no longer proceed, then the game should inform the player of that fact somehow, e.g. by causing the character to get killed within a short time of the mistake.

    7. Re:It's OK. by Anonymous Coward · · Score: 0

      I remember being stuck for over 100 hours in a similar situation in Buck Rogers Matrix Cubed.

    8. Re:It's OK. by ildon · · Score: 1

      A proper game would give you a game over screen after the door closed. Remember how in HL1 when you killed a scientist that was required to progress past a door in a level, the screen faded to black and gave you a message about "not using human resources properly" or something? If you truly could not progress past those blast doors (it's been way too long for me to remember if there was some alternate method past them), then there needed to be one of those game over screens if you failed to make it past them.

    9. Re:It's OK. by Anonymous Coward · · Score: 1

      I happened to dabble in video game level design, and wholly support the idea of irreparable harm coming from just simply dumb player choices.. and alot of the older (circa 2000 and before) games let you fsck over yourself like that.... so you just reload from your last save and call it good.. Also I know alot of gamers now that have to have everything -perfect-.. when I was playing FO3, if I locked out a computer or broke a lock, I moved on... rarely was there anything game-breaking behind those barriers anyway, but I know several people that quick-save/load every 30s just to make sure they did it just perfect.. Perfect is no fun, at least to me. :/

      I'm pretty guilty of this kind of behavior, not that I like it. I've always been a little OCD with video games, collecting everything I can, finding every secret, getting the best ending, etc. The save anywhere mechanic in games, particularly fps's, is a blessing and a curse. Give me it and I will use it. It really does take the fun out of things too; I often burn out on very large games before I can finish them because I'm so obsessed with doing everything 'right'. For this reason I really love the occasional game that doesn't provide save anywhere, or doesn't give too much incentive for exploring every nook and cranny.

      I had a blast with nethack, never came close to actually finishing it, but it was full of surprises and hilarious deaths (eating myself to death on a meat boulder is a good example). You can bet your ass if I could save at any point that I would have spent ages replaying portions of the game to get it just right.

      I wish I could just 'play' games instead of getting crazy over them, but I don't seem to be able to. For that reason, I'll take any game I can that makes your choices and actions meaningful in a real way.

    10. Re:It's OK. by Anonymous Coward · · Score: 0

      >not realize what that means, and is trapped, looking for a way out, can't, and gets frustrated.

      +1

      spending a long time running laps in a small area of the map looking for "that button" or sequence of buttons to continue kills any "fun" the game had at that point. Nothing like getting the eqivilant "sit in a corner" from a game for just having fun.

    11. Re:It's OK. by Anonymous Coward · · Score: 1

      >If a game is going to do that, then it should make it very clear that you're screwed,

      Could not agree more. Quake 4 had that moment for me. Fighting one of the bosses and not winning after going so well. On loosing it showed you being cut up. Thinking it was a "extended death scene", I restarted the boss battle.

      Again, and again, and again.

      I hoped on line and found out you are ment to "loose" that battle to progress along the story line.

      mightly ticked at that section of a otherwise enjoyable game.

    12. Re:It's OK. by Anonymous Coward · · Score: 0

      There are ways to do that, such as eventually collapsing the room in on you, filling it with gas or fire, etc, etc... I don't mind this so much provided the designers saw to it to put an auto-save check-point fairly close to where this "situation" happens. Nothing worse than playing a game and getting an instant death (and having forgoten to save in a long time).

    13. Re:It's OK. by lab16 · · Score: 1

      Are you sure those blast doors shutting were permanent? I explicitly remember reopening them by using the switch that had its glass broken and them opening back up. Sure, if you were on the other side of the switch you wouldn't be able to open them again, but then you would just proceed with the game from that point.

    14. Re:It's OK. by SlowMovingTarget · · Score: 1

      Might I recommend to you Eve On-line. It allows other players to punish the dumb. That's essentially what keeps the Eve economy running.

      Even in PvE, the game finds ways to punish the loserly: get your tech-level 3 ship blown up and you lose some of the skills (trained in real time) used to run it. Also makes for some nice holy-crap moments in PvP.

    15. Re:It's OK. by kaffiene · · Score: 1

      I'd rather reload than play a shooter on rails like Half Life 2. YMMV

    16. Re:It's OK. by Anonymous Coward · · Score: 0

      Do some research on this. You are the expectation, not the norm.

      In our testing over 85% of the players that were trapped in a no-progress got frustrated and stopped playing. Most walked around looking for an exit or puzzle or something then rage quitting, never to return.

      Only ~15% returned or reloaded. Out of those, if they got stuck a second time they again left in large numbers.

      The morale, the more you trap your players the more they leave. There are enough competing games that they can give your demo the finger and find a better game.

    17. Re:It's OK. by Razalhague · · Score: 1

      If a game is going to do that, then it should make it very clear that you're screwed, so you don't spend ridiculous amounts of time trying to find a way forward that doesn't exist.

      And you shouldn't be able to save an unwinnable game, though this is less important in a game with frequent and numerous autosaves.

    18. Re:It's OK. by DeeKayWon · · Score: 1
      You're correct. The "sensor" referred to in inviolet's post was a button behind glass right next to the fire doors with the text "In case of fire break glass" around it. Breaking the glass (like an explosion would) would cause the door to shut, but you could just go up to the button and press it to reopen the door.

      I'd be fine with getting trapped like that if it came with an explicitly-stated game over. Also, I would think that if those fire doors were unopenable, that you would've been given an explicit game over because that's exactly what you got if a vital NPC died (e.g. one needed to open a door with a retinal scanner).

  8. Successful game by mvar · · Score: 5, Insightful

    When the cutscenes ended, I was rocking in my chair, eyes wide, heart pounding

    I call that a successful RPG game/experience & I wish most cRPG's were like this. If I want linear storyline, I'll pick an FPS

    1. Re:Successful game by Burnhard · · Score: 1

      Well said. Although linear storylines can still give you an emotional response like that. The end of Bioshock and Bioshock 2 brought a tear to my eye, for example.

    2. Re:Successful game by wisty · · Score: 2

      Most RPG games don't allow a lot of choice. If they do, it's usually a choice between such varied fates as "Evil half-daemon wizard saves the world", "Noble barbarian warrior saves the world", and "Silver tounged theif saves the world". Oh, and you can choose to do a few side quests, some of which are unfortunately mutually exclusive.

      Sometimes there's also an option to destroy the world instead, at the last possible minute, if you happen to have the right evilness rating.

    3. Re:Successful game by Rhaban · · Score: 2

      When the cutscenes ended, I was rocking in my chair, eyes wide, heart pounding

      I call that a successful RPG game/experience & I wish most cRPG's were like this. If I want linear storyline, I'll pick an FPS

      If I understand correctly, the event was unavoidable, so this part of the storyline is indeed linear.

    4. Re:Successful game by mvar · · Score: 1

      The event was unavoidable because of the player's choices earlier in the game. I haven't played ME2 yet to know how true this is, but it sounds good. All cRPGs should be like that, most of them just leave you a choice at the end of the game (i.e. Baldur's Gate). One game that had real "Irreversible Consequences" choices is Deus Ex (IIRC)

    5. Re:Successful game by Rhaban · · Score: 1

      ok, thanks for the clarification.

    6. Re:Successful game by lehphyro · · Score: 1

      Mass Effect is not an RPG.

    7. Re:Successful game by BoredAtWorkWhatElse · · Score: 1

      If I understand correctly, the event was unavoidable, so this part of the storyline is indeed linear.

      This event was avoidable, however it depended on the order you did the previous missions ... so if you did the stuff in the wrong order you would have to load a save game that was a couple of hours old to "fix" it.

      The way I see it, it’s not "avoidable" in the same game, however with another character it could be.

    8. Re:Successful game by arkenian · · Score: 2

      How do you figure? I admit, before a friend told me I was wrong, I also thought this. But unless the only definition of RPG is back to the old wizardry and might & magic games (man do I miss those!)... fundamentally speaking, ME pretty much works just like Dragon Age, from a mechanics perspective, except in space with guns. ME2 takes away the 'equipment' aspect of an RPG, for the most part, which is kinda wierd, but for the most part its very similar.

    9. Re:Successful game by XxtraLarGe · · Score: 2

      One game that had real "Irreversible Consequences" choices is Deus Ex (IIRC)

      There were a few branches that Deus Ex had, but the story was still pretty linear. You could kill Agents Navarre & Gunther with their killswitch password, which would avoid the boss fights you had with them, and you could also save your brother Paul, but you still ended up taking the same course of action. Still, Deus Ex gave you way more options for mixing it up. It is one of the few games that I have played several times over. I only wish it worked on the OS X/Intel combo.

      --
      Taking guns away from the 99% gives the 1% 100% of the power.
    10. Re:Successful game by lehphyro · · Score: 1

      Here is the bare minimum a game must have to be an RPG:

      - Player actions must be limited by character attributes;
      - Player character must be able to evolve his attributes and skills;
      - Player actions must be able to change the *main* story completely, not just side quests (companion stories are side quests);
      - Player character attributes and skills must be considered during conversations with key NPCs adding and removing dialog options and changing the *main* story;

      The main story cannot be changed and Sheppard's attributes are not considered in conversations with key NPCs, thus ME2 is not an RPG. Basically, you play as a role, you do not role play.

    11. Re:Successful game by BerryMadness · · Score: 1

      I completely agree. I feel that the second installment pulled even more RPG elements out of the game. One of my favorite parts of the first Mass Effect was regularly having to upgrade guns, ammo types, and weapon mods but for reasons that I don't understand the sequel has TWO shotguns/pistols/assault rifles/etc.. in the whole galaxy, a regular one and a better one.

    12. Re:Successful game by WizarDru · · Score: 1

      Can you mention some games where you CAN change the main story completely? Because I can't think of any.

    13. Re:Successful game by blackdew · · Score: 0

      How is upgrading guns related to role playing? I think you mean they removed MSG elements (Munchkin Simulation Game)

    14. Re:Successful game by Maskull · · Score: 2

      I think Deus Ex's "choices" were better than most games, simply because you (or at least I) didn't realize they were choices. It took me probably two or three playthroughs to discover that Paul didn't have to die. A major NPC tells you to do something, you do it, right? The game can handle you disobeying it, and will actually reward you with a better outcome.

      I think that's partly why DX stands up so well during repeat plays. It doesn't broadcast the choice points to you ("You're making a decision here! See how cool our game is, your decision will have ramifications!") so you're never quite certain that you've discovered all the possible options.

    15. Re:Successful game by Swordsmanus · · Score: 1

      Yes. Semi spoiler, but...

      If you play your cards right throughout ME2, everyone in your crew will survive. There's an achievement for just that.

      If you play them very wrongly, virtually everyone will die at the end. Including you.

      The game also has a classic end-game choice like Baldur's Gate, KotOR, ME1, etc, which has no impact on who lives or dies at the end.

    16. Re:Successful game by kalirion · · Score: 1

      On the other hand I managed to escape the little ambush at Liberty Island on my first playthrough, only to find Gunther staying in his little circle and me not being able to board a helicopter to freedom. So I had to go back to the ambush and get taken down like a good little boy for the game to continue. That was annoying....

    17. Re:Successful game by Draek · · Score: 1

      - Player actions must be limited by character attributes;

      That'd be an example of playing a role rather than role playing. Just because I set myself up as "Chaotic Evil" doesn't mean I won't help my teammate with her family issues, I may just do it to get into her pants, and I may still choose to skip on it even if I'm a "Lawful Good" character simply because I consider my mission more important at the moment.

      - Player character must be able to evolve his attributes and skills;

      That's completely orthogonal from role playing. The CoD series gives you that in MP, and nobody would call it an RPG. Mass Effect 2 simply decides not to, and similarly that doesn't make it *not* an RPG.

      - Player actions must be able to change the *main* story completely, not just side quests (companion stories are side quests);

      ME2 fits that perfectly, as TFA (and even TFS) show, though I must note an RPG doesn't even need a "main" story to begin with (see also: M&B Warband).

      - Player character attributes and skills must be considered during conversations with key NPCs adding and removing dialog options and changing the *main* story;

      See my reply to your first point, on limiting possible outcomes by character attributes.

      --
      No problem is insoluble in all conceivable circumstances.
    18. Re:Successful game by lehphyro · · Score: 1

      Just because I set myself up as "Chaotic Evil" doesn't mean I won't help my teammate with her family issues, I may just do it to get into her pants

      You are still being limited by your character attributes. If you were playing an evil character and did something good for people then you would be penalized by the game master.

      Mass Effect 2 simply decides not to, and similarly that doesn't make it *not* an RPG.

      I've never seen an RPG that doesn't have character evolution. Do you know any?

      ME2 fits that perfectly, as TFA (and even TFS) show

      The TFS shows your choices affecting companions, not the main quest.

      RPG doesn't even need a "main" story to begin with

      How do you play a role without a story?

    19. Re:Successful game by mcvos · · Score: 1

      In order for a game to be an RPG, there's really only one requirement:

      * it must feature actual roleplaying. Playing a role. It's not about the player, it's not about finishing the game, it's about the character you're playing.

      According to this requirement, no CRPG is a real RPG. They're mostly computer games with some RPG-like elements.

      And all of your requirements are violated by some real RPGs. Limited by character attributes? In systemless games, characters may not even have attributes. You're limited by character concept, maybe. Or just your imagination. Evolve attributes and skills? Not necessary at all. I've played very enjoyable RPGs where that never happened. Change the main story? I love that, but some games don't even have a main story, whereas in some others, you really are just expected to follow the main story blindly. It's just about the challenges on the way there. Attributes and skills considered during conversations? Rarely happens in real RPGs, because this sort of thing tends to be "roleplayed out". Sometimes you need a skill check, sometimes not. Depends entirely on the situation and the kind of game you're going for. Sure, in a CRPG, it helps to simulate that different characters would handle such a conversation differently, but that's only because it is impossible to do any real roleplaying in a computer game.

      Your requirements are nothing more than a list of your preferences in a CRPG. They coincide reasonably with my preferences, but don't delude yourself that there's any real roleplaying going on.

    20. Re:Successful game by lehphyro · · Score: 1

      Fallout New Vegas, you can choose who is going to rule the Strip and your path through the game changes completely depending on who you choose. I can't remember any more games right now.

    21. Re:Successful game by lehphyro · · Score: 1

      I've played very enjoyable RPGs where that never happened

      Ok, I agree, one less requirement :)

      some games don't even have a main story

      How do you play a role without a story?

      Rarely happens in real RPGs, because this sort of thing tends to be "roleplayed out".

      Within the limitations of your character, otherwise there is no point in defining a character.

      real roleplaying going on

      Obviously, there isn't truly free roleplaying in computer games, but it's entirely possible to have a little in the form of pre-defined choices.

    22. Re:Successful game by Culture20 · · Score: 1

      Can you mention some games where you CAN change the main story completely? Because I can't think of any.

      Kotor? Daggerfall? Fallout 1,2? Sure, there are plot points that can't be changed, but the endings can each be markedly different. In fact, I never finished Daggerfall because I ignored the main quest and did my own thing until I discovered I could sleep in the shops to steal everything, then the game got boring.

    23. Re:Successful game by Draek · · Score: 1

      You are still being limited by your character attributes. If you were playing an evil character and did something good for people then you would be penalized by the game master.

      Depending on your reasoning and consequences. Still, the option *should* be there on a CRPG, railroading the plot based on a choice you made (likely) at the beginning of the game stinks of poor writing.

      I've never seen an RPG that doesn't have character evolution. Do you know any?

      Other than ME2? the only ones I can remember right now are some japanese Visual Novels, at least under my definition of RPG.

      The TFS shows your choices affecting companions, not the main quest.

      Your companions' survival during the final mission of the game, which will almost surely affect the main plot of ME3 just as the decisions taken during ME1 affected ME2 in turn.

      How do you play a role without a story?

      You create your own. That's the whole appeal of sandbox games, and it's not even limited to them: nearly all the characterization on Nethack is made by your own actions and decisions during the game rather than forced on you by triggered events and cutscenes.

      --
      No problem is insoluble in all conceivable circumstances.
    24. Re:Successful game by Maskull · · Score: 1

      Yeah, that's kind of frustrating. On the other hand, though, some people probably didn't even see the ambush. If you die in the hotel trying to protect Paul, you wake up in the jail cell, skipping the entire Anna/Gunther encounter. (And Paul lives, assuming you die before he does.)

    25. Re:Successful game by mcvos · · Score: 1

      some games don't even have a main story

      How do you play a role without a story?

      Well, no predetermined story, in any case. Sometimes creating the story depends entirely on the players. Prime Time Adventures is a pretty extreme case here, but there are other games where the creation of the story is basically the goal. Others are so sandboxy that there's very little real story. Just a bunch of events.

      Rarely happens in real RPGs, because this sort of thing tends to be "roleplayed out".

      Within the limitations of your character, otherwise there is no point in defining a character.

      Depending on the play style of the group. Sometimes it really does seem like the character doesn't matter all that much in the conversation, although I prefer that it does. Not so much the stats, but the personality and concept.

      Obviously, there isn't truly free roleplaying in computer games, but it's entirely possible to have a little in the form of pre-defined choices.

      Within the unfortunately limited scope of CRPGs, I do agree with you for the most part. Conversations that matter, and that in some way reflect the character you're playing, do make the game cooler. I love it when high Intelligence or Charisma is reflected in the conversation choices. I love it when previous decisions I made are reflected in the conversation choices. I don't like it when I'm forced to say something that doesn't fit my concept of the character I'm playing.

      So yes, I do try to roleplay even in CRPGs, but I don't think I've ever played a game where I didn't run into the limitations of the game and had my suspension of disbelief shattered as a result.

    26. Re:Successful game by Firethorn · · Score: 1

      I noticed this as well. In addition, you spend all this effort upgrading your ship, only to have tehm only make a difference in how you started(and finished) in the end of the game.

      I'm commanding a warship, how about some naval combat that's ISN"T cutscene based?

      --
      I don't read AC A human right
    27. Re:Successful game by Anonymous Coward · · Score: 0

      >> When the cutscenes ended, I was rocking in my chair, eyes wide, heart pounding
      >
      >I call that a successful RPG game/experience & I wish most cRPG's were like this.
      >

      Dude got excited by a *cutscene* and you call that a successful game?

      These attitudes explain why all mainstream games are remakes of the same old, old, old games with 10+ gigs of cutscenes instead of any real new game play mechanics.

      $millions are spent on cutscene videos instead of innovative game design. We can thank all the kids who buy these remakes over and over.

      FPS and RTS genre gameplay have been nearly identical since their birth ( Castle Wolfenstein-3D / Dune ).

      Now get off my lawn!

    28. Re:Successful game by bckrispi · · Score: 1

      Deus Ex was fantastic at allowing you multiple paths to a similar outcome. Another oft overlooked game that does this is Wing Commander 4. Like Deus Ex, you start off fighting the "Terrorists" only to discover later on that the true villains of the game are on the side that you are fighting for. WC4 would give you several opportunities as the story and game unfolded to turn to the "other side" before putting you in a 'no-win' situation where you were more or less forced into it. It struck the fine balance between guiding you onto a storyline with letting your choices appear to affect the outcome.

      --
      Xenon, where's my money? -Borno
    29. Re:Successful game by Jesus_666 · · Score: 1

      If KOTOR qualifies then ME1 qualifies as well. In KOTOR you make one decision at the end which changes how the ending looks (light side or dark side). In ME1 you make one decision at the end which changes how the ending goes (council lives or council dies). I haven't played ME2 yet but I hear it features a similar choice.

      There are many definitions of what a role playing game is, ranging from the very permissive (even Legend of Zelda qualifies) to the very restrictive (no video game qualifies because I can't do everything I could do in a pen-and-paper RPG). Most people settle on a rather liberal definition that allows both eastern-style and western-style CRPGs. I'd go with this:

      - Some or all characters are unique entities.
      - Characters have stats (besides health) and/or skills which decide how they perform at various tasks.
      - Character stats grow and/or characters can learn new skills as the character gains experience.
      - Characters can have differing equipment, which affects their performance at various tasks.
      - Unique characters are actively involved with the plot to a point where their differing personalities can be recognized.
      - The plot of the game can be affected by the player's actions.
      Choose five or more.

      Technically this might allow Mega Man Zero to be classified as an RPG but any more premissive and I think I'd exclude things generally considered to be RPGs. Then again, the definition given by GGGP might allow in some modern shooters. Defining video game gernes through abstract rules is hard.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    30. Re:Successful game by Jesus_666 · · Score: 1

      How do you play a role without a story?

      You might not have a role but you still have a character. Having them behave like they would behave given the situation is just the same with or without an actual story going on. Of course you could decide that "you sit in a bar, now interact a bit" constitutes a story but it's just a setting description that doesn't change what the players do other than defining their props.

      Within the limitations of your character, otherwise there is no point in defining a character.

      That really depends on the group. I know groups where even things like combat damage are completely roleplayed out while others are completely reliant on dice for everything. Fact is that many groups disregard skill limitations especially with the social skills, falling back on them only if the player can't deliver or if something especially difficult is attempted. Generally, those values should be important but often they're ignored if the player just delivered some damn good lines. Plus, skill values are rarely hard limits. Even someone with INT 7 can roll a critical success and come to a brilliant conclusion - even if the way he took there was probably rather unorthodox.

      I agree that it's nice when the game actually makes your skills relevant to the plot but I wouldn't say that any game not doing that is not an RPG. It's indicative of a good RPG but not neccessary for RPGs in general.

      Obviously, there isn't truly free roleplaying in computer games, but it's entirely possible to have a little in the form of pre-defined choices.

      That's the point of contention: With predefined choices you don't play a role, you get to watch a role being played and occasionally nudge the actual player (the dialogue writer and/or game designer) in the one of several predefined directions you like most. It's the same difference as between an interactive movie and an action game: Both might involve player interaction and people getting shot at but they are very different experiences. You really have to loosen the definition of what a role playing game is in order to fit in CRPGs. Insisting on a strict set of rules after doing so does feel a bit hypocritical.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    31. Re:Successful game by Jesus_666 · · Score: 1

      Character customization is not a neccessary requirement of a role-playing game but it's generally liked and often considered a staple.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    32. Re:Successful game by lehphyro · · Score: 1
      "you sit in a bar, now interact a bit" is story, so it's a requirement for an RPG. I understand people sometimes don't play dice to decide what happens, but you normally can't just say "my warrior will cast a fireball at those goblins!". There are limits and they are necessary when playing a game with a bunch of people.

      I agree that it's nice when the game actually makes your skills relevant to the plot but I wouldn't say that any game not doing that is not an RPG.

      If you can't influence the plot, you can't role play.

      With predefined choices you don't play a role

      If the game designer gives enough reasonable choices to the player, then it's possible to role play. It's not like you can do *anything* in pen and paper either, I know there are exceptions to the rule, but the usual way of role playing involves a set of mechanics that can be implemented in today's CRPGs, I think Fallout New Vegas is a step in the right direction.

      Insisting on a strict set of rules

      If we remove the player's ability to change the main story, then even Mario is an RPG. ME is just a Mario game with sophisticated graphics and poor gameplay.

    33. Re:Successful game by Rhaban · · Score: 1

      This is a big problem in Fable III (I never played the first two, so I don't know about them).

      A lot of the communication about the game was based on the fact that the player had important choices to make, and that it changed the world of the game a lot.

      After seeing that the choices were all "Press red button to be evil, blue button to be good" and that the changes were almost only graphic, I never touched the game again because there was no point.

    34. Re:Successful game by Jesus_666 · · Score: 1

      If the game designer gives enough reasonable choices to the player, then it's possible to role play. It's not like you can do *anything* in pen and paper either, I know there are exceptions to the rule, but the usual way of role playing involves a set of mechanics that can be implemented in today's CRPGs, I think Fallout New Vegas is a step in the right direction.

      The exceptions ARE the rule. The usual way of role playing involves a GM capable of responding to anything the players do, even if it involves completely abandoning the main quest. The players won't proceed to what the GM intended to be the main quest but that's because the group decided that the main quest wasn't interesting so now the GM will serve up a different main quest.

      Also, CRPGs barely allow you to do anything. I can't climb up a building even though I have plenty of rope and there are many protrusions I could easily lasso. I can't dissuade an NPC from following his plan by kidnapping his children and threatening them. I can't even break down the old desks that stand around everywhere in order to turn their wood into improvised torches. Maybe I can do these things if the designers foresaw them but there are a myriad things I could potentially come up with and the game would have to support all of them. Yes, even ones that involve the use of a taxidermy skill on a dead party member.

      You could say that a well-written CRPG is like roleplaying with an extremely inflexible GM who is "gracious" enough to allow you to choose which railroad to go down but you still get to play his roles, not your own, and you're still extremely limited in what you can do. A CRPG that gets anywhere near what P&P offers you would need an order of magnitude more content than, say, Fallout. And even then it's railroaded.

      CRPGs are always just a rough approximation of actual roleplaying. Someone else plays the role; I just have a more or less large degree of control over how they play the role at any given moment. Fallout offers a relatively large amount of control and Final Fantasy offers a fairly small amount but both are in the same league.

      If we remove the player's ability to change the main story, then even Mario is an RPG. ME is just a Mario game with sophisticated graphics and poor gameplay.

      As is Fallout NV. Unless it's VASTLY bigger than Fallout 3 with VASTLY bigger dialogue trees it's nowhere near P&P roleplaying and even with them it's just an approximation. Plus, my ability to affect the main story is still limited to the scenarios implemented by the designers.

      Yeah, my actions allow me to choose between various pre-set ways the plot proceeds. We already had that in the Mass Effect series (one decision at the end of ME1 greatly affects the setting of ME2) and Mega Man X7 (where your actions decide whether or not a space colony dies, which is what the main plot revolves around). In fact, several Mega Man X games satisfy all of your requirements.

      In the end your definition of what a CRPG is is "CRPGs are Fallout NV because I like how a certain aspect of the game was implemented". That definition may work well for you but it won't for others.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    35. Re:Successful game by lehphyro · · Score: 1
      Just because your options are limited doesn't mean it's not as RPG, it may be simpler but it's still an RPG.

      one decision at the end of ME1 greatly affects the setting of ME2

      Those are two different games and the main quest about the reapers is not affected.

    36. Re:Successful game by shutdown+-p+now · · Score: 1

      I only wish it worked on the OS X/Intel combo.

      Never tried it, but quick googling seems to indicate that it should work with Crossover Games for Mac.

    37. Re:Successful game by Jesus_666 · · Score: 1

      Just because your options are limited doesn't mean it's not as RPG, it may be simpler but it's still an RPG.

      The exact same thing can be said about whether and where your actions change the plot. It may be more or less linear but it's still an RPG as far as computer games can be.

      No, this does not automatically qualify Mario as Mario games usually don't have both stats and dialogue. The only Mario game I can think of where you have stats which affect anything and where the personalities of the characters have any relevance (a criterion you didn't list but which I would at least recommend) would be Super Mario RPG.

      By the way, in a Mario game you may not be able to change the plot dramatically but your actions can often greatly affect the main quest by skipping part of it. If affecting the main quest is your criterion then Mario qualifies. If affecting the story is your criterion then Mass Effect qualifies, even if all you affect is the outro; that's still part of the story. Of course you can construct criteria like "affecting the story except if it's very close to the end of the game" but that sounds rather constructed.

      Those are two different games and the main quest about the reapers is not affected.

      It depends on whether you see the games as atomic or as an ongoing story. In the former case, yes, the main quest is not affected. In the latter case, no, the narrative is affected, even though you still end up doing the same things.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    38. Re:Successful game by lehphyro · · Score: 1

      It may be more or less linear but it's still an RPG as far as computer games can be.

      Having only a few choices is not the same thing as having no choice at all.

      Mario games usually don't have both stats and dialogue.

      You can increase your lifebar in some Mario games and your actions are limited by which power-ups Mario has at the moment (Fire Flower, tail, etc). The only requirements Mario does not meet are those related to being able to change the main quest just like Mass Effect.

      If affecting the story is your criterion

      The player must be able to change the main quest while playing it not just choosing which cinematic plays at the end, but instead changing the way NPCs react to him and changing the way the world is presented (closing and opening levels). Skipping levels *only* does not qualify because you can't role play with this alone in a pratical way, you need NPCs.

      In the latter case, no, the narrative is affected, even though you still end up doing the same things

      The main quest is about the reapers, your only option is to fight them and receive orders from the Illusive Man, anything else is side quest. This is just like Mario's quest to save the princess. In Fallout, you have to choose who is going to rule The Strip and work with them, your decision will affect how NPCs will react to you, which quests you will be given and which areas you can explore freely until the end of the game many hours away.

    39. Re:Successful game by Jesus_666 · · Score: 1

      The player must be able to change the main quest while playing it not just choosing which cinematic plays at the end, but instead changing the way NPCs react to him and changing the way the world is presented (closing and opening levels). Skipping levels *only* does not qualify because you can't role play with this alone in a pratical way, you need NPCs.

      All of this applies to Mass Effect.

      The main quest is about the reapers, your only option is to fight them and receive orders from the Illusive Man, anything else is side quest. This is just like Mario's quest to save the princess. In Fallout, you have to choose who is going to rule The Strip and work with them, your decision will affect how NPCs will react to you, which quests you will be given and which areas you can explore freely until the end of the game many hours away.

      So either the end of the game has absolutely nothing to do with the main quest (which is weird as usually the end of the main quest marks the end of the game even if you get to keep playing) or who rules the Strip is not the main quest and therefore irrelevant.


      I'm going to stop responding in this subthread as it's obvious that you have your definition of what constitutes a CRPG, most other people have a different definition and neither are going to change their opinion.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    40. Re:Successful game by lehphyro · · Score: 1

      All of this applies to Mass Effect.

      You're not going to convince me without facts, sorry.

      you have your definition of what constitutes a CRPG

      mcvos managed to convince me to drop one requirement, you just keep saying no no no without concrete arguments, trying to state that exceptions are the rule, using the entire game series to make a point instead of just ME2, etc.

  9. I reset the game when I lose health... by RichiH · · Score: 1

    Back when I still had enough time to play games, I used to play FPS on hardest mode, tried to use as little ammo as possible and re-started from the latest save game when I lost a single health point. That one time in Half Life where you walk along a pipe which crumbles and you fall onto a table cost me a week to master.

    That poison gas in Doom 3 had me running around for ages, trying to find a hazmat suit before I resorted to running through it as fast as possible.

    Weird? Yes. Rewarding as a hobby for me personally? Also yes.

    1. Re:I reset the game when I lose health... by Anonymous Coward · · Score: 1

      Back when I still had enough time to play games, I used to play FPS on hardest mode, tried to use as little ammo as possible and re-started from the latest save game when I lost a single health point.

      Probably you have a slightly, um, unusual sense of how much time it takes for you to have "enough time to play games" ;) No, IANAGamer, although I occasionally do play games.

    2. Re:I reset the game when I lose health... by delinear · · Score: 1

      Dead Space is a good game for this kind of experience. I love nursing my ammo and health through such games, it would be nice to see this kind of behaviour rewarded more in games. Usually it's the opposite, you get blatantly punished with weapon/ammo/health resets. Halo Reach was the latest that bugged me with this, if I go out of my way to find the best equipment and to save a bunch of heavy ammo to the end of a level, don't take them all away from me and start me out again with a pistol just because your game isn't robust enough to cope with different play styles!

    3. Re:I reset the game when I lose health... by RichiH · · Score: 1

      > Dead Space is a good game for this kind of experience.

      I don't own a PS3, but I played a bit at a friend's. It was nice, but not too great. Might have been the limited time, though.

      > it would be nice to see this kind of behaviour rewarded

      YES!

      > more in games.

      "more"? Itym "at all" ;)

      > Halo Reach was the latest that bugged me with this

      Don't own a XBOX/XBOX 360, either.

      The classic Halo on hard and in co-op mode was gobs of fun, though.

  10. Unforgivable games by Rik+Sweeney · · Score: 3, Interesting

    I've played some really unforgivable games in the past, one of them being Elvira II. The game always players to create spells based upon objects that they find. One of these objects is a prayer book, but there are 2 of them in the game, one that personally belongs to a priest and the other that is just a regular object.

    Towards the end of the game, you ask the priest to perform a task for you, which he'll only do if you can find his prayer book. Surprise surprise, you created a spell from his prayer book and he won't accept the other one as it's not his.

    These are the kind of game breaking events that I really don't like. I don't mind games where you can miss a secret in a game and after a certain point you can't access it anymore (I've put several into my game), but you should always be able to finish the main quest.

    1. Re:Unforgivable games by W2k · · Score: 1

      Sadly traps like these are a time-honoured ingredient in adventure games... you reminded me of this ancient E2 node, well worth a read. http://everything2.com/title/King%2527s+Quest+5+design+flaw

      --
      Quality, performance, value; you get only two, and you don't always get to pick.
    2. Re:Unforgivable games by martin_dk · · Score: 1

      Introducing several exclusive main quests will do I think.

      A game has a Princess and a Kingdom. Certain irreversible decisions prevents you from getting both. Certain decision paths may give you the opportunity to get both.

      At the end of the game, you get some precious added value from just thinking how you perhaps could have made alternative crucial decisions.

      All of your choises depend on luck, context and intention. These factors may or may not be deducable afterwards depending on the gameplay.

      The structure of this possible decision matrix contains the morale, spirit, boundaries, irony and other abstract attributes of the game.

      Certain complete success is boring. Dilemmas and other quirks in matrix are beautiful and interesting...

    3. Re:Unforgivable games by Syberz · · Score: 1

      I've had a similar WTF moment in Phantasmagoria. The very last puzzle/challenge before finishing the game requires an item that should have been picked up near the beginning of the game, if you don't have it then you can't beat the puzzle or the game and you die.

      Let's just say that after spending countless hours playing through it, I was rather miffed that I had to start all over, and I never did.

      I'm ok with consequences (I was kinda sad to see my helicopter pilot explode in Deus Ex) but I'm not ok with game breaking consequences.

      --
      ~Syberz
    4. Re:Unforgivable games by hibiki_r · · Score: 1

      Hey, it's a sierra game, you should have expected it. They've had issues with items that you can miss in the very first 3 minutes of the game that only get used near the very end since at least the very first Space Quest.

    5. Re:Unforgivable games by curare19 · · Score: 5, Funny
      The worst adventure game I've ever played like this is "Rex Nebular and the Cosmic Gender Bender". Now, this was a fun game (as you can probably tell by the title). The dialog and concept was clever. You start the game by crashing into the ocean in your spaceship. In true adventure-game style, you search the ship for items. In a small, almost invisible drawer on the ship is a tube of superglue. After you leave the ship and swim to shore, you can never return to it.

      In the final moments of the game, you have to borrow a broken-down spaceship to leave the planet. The spaceship has a crack in the windshield, repairable only by...get ready for it....SUPERGLUE! Without the superglue, the ship has no integrity and your head explodes when you take off. There is no alternative item to the superglue, and it is never otherwise mentioned in the game.

      You should have seen the look on my face when I realized, after dozens of hours of gameplay, I forgot to grab the superglue from the ship in the first scene. I was ready to hunt down the game developers, one by one, Rambo-style.

    6. Re:Unforgivable games by kthejoker · · Score: 2

      Aww, things I wrote 5 years ago now classify as "ancient"?

      You cold, Internet.

    7. Re:Unforgivable games by dave562 · · Score: 1

      I remember that game. That was back in the days when you had to pick up EVERYTHING because you never knew when you might need it. Then another aspect of the game play was attempting to use everything in your inventory on everything else in the game.

      I swear that I've been Pavlovianly conditioned by growing up with those games. I can't play Fallout without obsessively searching every container and mousing over every item in every room I come across.

    8. Re:Unforgivable games by Culture20 · · Score: 1

      That's nothing compared to the other evil trap in KQ5: the gypsy. You can give her the golden $usefulobject and she's happy, but then you're screwed later in the game. You have to search for something else golden (harder to find) to give her.

    9. Re:Unforgivable games by Starcub · · Score: 1

      The worst adventure game I've ever played like this is "Rex Nebular and the Cosmic Gender Bender"...

      I was ready to hunt down the game developers, one by one, Rambo-style.

      You see, the game really can transform women into macho masculine action figures!

    10. Re:Unforgivable games by pavon · · Score: 1

      Yeah, similar thing with the junk mail in Hitchhickers Guide to the Galaxy, although you got stuck earlier on. That was the only part of the game that I couldn't solve on my own and had to get a hint.

    11. Re:Unforgivable games by javamage · · Score: 1

      What about feeding the sandwich to the dog early on? Forget to do that and much later he eats your microscopic space fleet...

    12. Re:Unforgivable games by cyberfunkr · · Score: 1

      And this is why the old LucasArts games (Monkey Island, Indiana Jones, Zack McCracken, Sam & Max, etc) are awesome. There is no dead end situations; you just feel that way because you didn't investigate the right place/thing yet. That seemingly useless stick that got put in your inventory during the first five minutes of the game, that you can't get rid of? That's what you need to defeat the final challenge. Need superglue to fix the cog that opens the secret chamber? You can always back track to where someone will sell you superglue.

      Now, that doesn't mean the games are too easy. You still have to find a way to affix the fishbowl to your head so you can breathe in space, but you won't make it into space until you have the tools you need.

    13. Re:Unforgivable games by orgelspieler · · Score: 1

      I remember that! I never would have figured it out on my own. Somebody else had to show me.

    14. Re:Unforgivable games by Firethorn · · Score: 1

      I'm the same way.

      --
      I don't read AC A human right
    15. Re:Unforgivable games by Anonymous Coward · · Score: 1

      Sorry to burst your bubble, but IIRC there's actually an item called "polycement" or something like that that you pick up in the auto shop shortly before you get to the ship that also repairs the crack in the windshield.

    16. Re:Unforgivable games by Anonymous Coward · · Score: 0

      That's not so bad. It's a humorous "alternative" game ending. You get the good ending or the bad ending depending on whether you found the glue or not. That's pretty cool. Now if they did this half-way through the game, it would be shitty.

  11. Inevitability ... by Musically_ut · · Score: 0
    ... is something where DRM (or something similar) ironically might actually help.

    "If you mess this chance up 3 times, your Game will be irrevocably made unplayable and you'll have to pay us more money to restart."

    Though it can probably will be worked around, but then as the article itself says, most things can be anyway and it'll probably be a better shot than the Flash game.

    --
    Never trust a spiritual leader who cannot dance -- Mr. Miyagi
  12. Seriously by Aladrin · · Score: 3, Interesting

    Seriously? You were that involved in the game that the only thing you could consider was a reset to make sure it didn't happen?

    I have been pretty heavily invested in games but never had an emotional reaction like this one.

    As for choices in games... Very few offer any real choices at all. All too many appear to offer a choice, but the outcome is the same either way. A few offer choice that has a different immediate outcome, but you can put in some work to make it come out the same in the end. That last of them give choices that actually make a difference.

    Mass Effect 2 is actually a good example of that. Towards the end, there's a time when you can choose to head to the end-game. Do so too early and you risk losing members of your crew along the way. Too late and you lose other crew members. And then they make you choose crew members to do perilous tasks. Again, if you choose the wrong ones, or fail to do your job well enough, others die. And the ending itself has choices that will affect the next game, since the ME games import from the previous game's save.

    The choices in ME 2 were strong enough to make me think about actually playing again.

    Fallout New Vegas also has serious choices. The choices you make will shape the city's present and future. They matter immediately and in the long-run both.

    DragonRealms (a MUD) has a long history that has been shaped by players' actions. They once failed to protect the Warmage's guild and it now lies in a smoking ruin, and a new guildhall had to be constructed. They once failed to prevent an invasion and their towns were held hostage... They were forced to obey the laws of their captors or be arrested and sentenced to death.

    Playing those games, even though I haven't -really- done anything that matters, I feel like I have. And that makes the game more fun.

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    1. Re:Seriously by Stormthirst · · Score: 1

      This is why I like role playing games - table top particularly. Granted you don't have the graphics unless your DM is also a good artist, but you can have infinite game play. You can still have linear aspects to games too (thinking dungeon crawl), but for the most part a good DM will allow the players to do anything and go anywhere. And then punish the characters for splitting the party, or running out of money.

    2. Re:Seriously by gl4ss · · Score: 1

      it's also stupid to reset at that point since.. you couldn't be able to play with them anyways. the game is practically over at that point. none of the locations depend on who you got with you and the plot is cut in the middle anyways.

      basically I interpreted the killing of the npc's as an endgame listing of which q's you did and which you didn't. the sub quests don't offer that much, really, sadly.

      --
      world was created 5 seconds before this post as it is.
    3. Re:Seriously by Anonymous Coward · · Score: 0

      I stopped a game in mid play once because the actions of the main character where not my own choice and it pissed me off big time. .... I think it was some Warhammer game. I was controlling some midget at the time when the game decided that my controlling character will now betray his friends.

      Well that was it, I would never do this so I stopped playing right there because when I control a character I make the choices.

    4. Re:Seriously by mjwx · · Score: 1

      Fallout New Vegas also has serious choices. The choices you make will shape the city's present and future. They matter immediately and in the long-run both.

      Fallout NV had a very good way of integrating a linear story in with choices. You had minor choices which changed attitudes towards you and then presented with a few massive choices. Then there was the faction and karma systems. Personally I found Fallout NV a lot more engaging, on my first play-through I thought siding with the NCR would be a good choice, they seemed alright but then they had me kill Mr House, then Papa Khan and I realised I was little more then a government sponsored assassin, but what was I to do, I'd made my bed so it was not like I could run off to Caesar. Of course I put a bullet into Papa Khan and sweet talked a treaty out of the new leader.

      But the best integration of choice into a linear story to me is still Deus Ex. There seemed to be a hundred ways things could change without the linear story being taken away, the first choice you make in the game can influence what happens near the end.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    5. Re:Seriously by Anonymous Coward · · Score: 0

      You don't have to kill Papa Khan, if you are willing to do some investigating you can end the situation peacefully and even influence what the Khans as a group do - I convinced them to leave the Mojave wastes altogether.

    6. Re:Seriously by hibiki_r · · Score: 5, Insightful

      My issue with ME2 is that some of the decisions were very random: For example, if you don't do the loyalty mission of a specific crew member, then you can't get a ship upgrade that saves a different crew member from death. Therefore, doing the loyalty mission of the second without doing that of the first makes all the effort spent on the second to be wasted. Now, if those crew members were related in any way, or if something made it very obvious that some crew member's missions are more important, it'd make sense. Instead, they happened to give that important mission to a character that is flat and boring, so if people just start doing missions for the characters they like the best first, that mission will be missed.

    7. Re:Seriously by Aladrin · · Score: 1

      I've tried to get into a few tabletop games because I think I'd really like them, but so far, I haven't. The couple I got into at the start never got past creating characters, and the one I jumped into the middle was really bad.

      I really think some awesome adventures could come of it, if I could only find the right group. (Tycho and Gabe from Penny Arcade seem to have amazing games, for instance.)

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    8. Re:Seriously by Aladrin · · Score: 1

      AC is right. You could talk your way through that one.

      So many of the situation had multiple solutions that it was amazing.

      My 1 complaint was that some of the solutions had unintended consequences. At one point, I was exploring a vault and ended up destroying something that was key to the storyline I was trying to follow. I ended up having to complete the game in another way. It was rather annoying, but I fully intend to play through again anyhow, so I just lived with it.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    9. Re:Seriously by Anonymous Coward · · Score: 0

      Bad news, those were never choices in Dragonrealms. The GM's had decided those events would happen long before and planned for it, otherwise the zones and scripting wouldn't have been prepared for it.

      Ex- GM Somebody.

    10. Re:Seriously by HeckRuler · · Score: 1

      Yeah, that's the thing about table-top. The potential is massive, but usually it's kind of "meh", and sometimes requires mind-bleach. Plus it's always a huge time investment. The biggest factor is probably the DM, then the players, then maybe which game you guys actually play.

    11. Re:Seriously by Anonymous Coward · · Score: 0

      Wow, I didn't get asked to kill Papa Khan. I convinced him to lead his clan off into the desert in search of glory like the Mongol Hordes the Khan's had patterened themselves after.

    12. Re:Seriously by Anonymous Coward · · Score: 0

      Also games where you absolutely know in your core that the "friend" who has accompanied you throughout the adventure is about to betray you, yet if you shoot them in the back you get bounced to a checkpoint because you're not allowed to "know" that until the game decides you are allowed to know. Sometimes this will be seconds before they turn and stick a gun in your face, but you're still not allowed to act.

    13. Re:Seriously by pvera · · Score: 1

      The problem with Mass Effect 2 is the stupid crew achievement and the way you easily confuse having the full crew AND having the full crew trust you, which is how you can even access the decisions that will let the full crew survive. When you spend a few dozen hours playing a game and you think you just nailed the ending, only to find out that you lost a couple of your crew members because of some obscure choices you made 15-20 hours ago, it can be frustrating. A lot of my frustration with this game came from just that lousy achievement, I was willing to live with the ending because I had not met all of the crew criteria.

      Fallout New Vegas at least tries to warn you. There are two major missions that only come up to hint at you that if you head towards a certain direction you will antagonize a specific faction (there is one for NCR, one for the Legion). Some people may not be able to tell that what they are doing may indirectly annoy one of the big factions, so these two missions sort of help them notice. Mass Effect 2 is a lot more subtle than this, and the ending comes as a complete surprise.

      --
      Pedro
      ----
      The Insomniac Coder
    14. Re:Seriously by mcvos · · Score: 1

      Group-think is the biggest factor, I think. You can have a great GM, a choice of great GMs, even, and players who are individually great and fun roleplayers, but once a group has developed the wrong kind of attitude, it's all lost. I've been struggling with this for some years now with my current group (that's been together for about 16 years, I think). We did great stuff in the past, but we just can't get there anymore. We're afraid to pull all the stops, or too locked into certain behaviour patterns, perhaps.

    15. Re:Seriously by Aladrin · · Score: 1

      That's a possibility. Or perhaps they planned for those circumstances and were ready.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    16. Re:Seriously by jokermatt999 · · Score: 1

      Exactly. From my point of view, it's hard to consider a choice as "meaningful" if the consequences of your choice is essentially random. For a choice to have "meaning", you have to be able to actually consider the effects of your actions. The player should be able to have some idea of what will and will not result from their taking an action. I'm not saying unforeseen consequences should not happen, but that there should generally be correlation between the decision and the outcome. The player should have some idea of the gravity of their choice (not an arbitrary "pick up this item or lose the game in 20 hours"), the possible effects (although unexpected complications can be good sometimes), and feel that their actions had an effect. There's a lot more that I could say here, but I think I might try to work it into a full length blog post at some point.

    17. Re:Seriously by ildon · · Score: 1

      The problem with ME2 is that the mission that triggers the end game timer does not appear to the player to have any more significance than the other main storyline missions. The only way you'd know that that mission triggered the end game ahead of time is by reading spoilers, and, if I remember correctly, you can access that end-game triggering mission after having done hardly any of the loyalty missions (actually, I think it's possible to do it with none) and without even having all of your crew members yet.

      Further, it's the only time in both games where you're not allowed to simply play randomly at your own pace, and there's really no in-game-world reason that this mission should be any more urgent than any other main story-line missions. Not to mention the fact that you can scan worlds for minerals for MONTHS, but step on a planet for a couple hours and OH NO! It's inconsistent with the rest of the game.

    18. Re:Seriously by Jesus_666 · · Score: 1

      There is a fair bit of serendipity involved, although it realy helps if you find the right people (which itself involves a fair bit of serendipity). One adventure I got involved in mid-game (because the party summoned a demon matching the description of an NPC character I wanted to build for something else) essentially was 8-bit Theater: The RPG. Our party's biggest asset was our brazenness, we usually solved problems by bickering in front of them and then doing something unlikely and we usually caused chaos wherever we went. At one point I won a battle by rickrolling my opponent's dance routine (combat between demons can take on weird forms). Still, that way we managed to confront several of the game universe's worst entities (think Cthulhu) and come out on top.

      Awesome? Hell yeah. Just to top it off the final battle consisted of several consecutive Crowning Moments of Awesome interrupted by an improbable number of critical successes. Repeatable? I have no idea. But certainly worth the time I spend on the hobby.

      Finding the right group isn't easy. The group I had that adventure with meets once or twice a year and my regular group meets once a week on IRC. Both are suboptimal but still worth it.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    19. Re:Seriously by Anonymous Coward · · Score: 0

      you could get the ship upgrade anyway if you asked them under normandy upgrades.
      I thought everyone knew that

    20. Re:Seriously by Jesus_666 · · Score: 1

      Have you tried changing the system? Things can be a whole lot different when you're plaing something unusual. I usually play The Dark Eye (essentially the German D&D) but two completely different games I'm happy I picked up are Maid and the Sailor Moon RPG. Yes, seriously.

      Maid is a Japanese RPG essentially built like a particularly weird anime series. Most characters are, well, maids, although there are limited slots for butlers and the master of the house. Instead of health you have stress, maxing that out means you have a Stress Explosion (essentially a limit break that forces you into compulsive, usually amusing behavior) and players can at any point spend points to cause a random event to happen. These can range from "it starts to rain heavily" to "nuclear war breaks out. Change the setting to 'post-apocalyptic'". Maid games tend to be fast-paced and completely insane. Plus, completely randomized character creation and a fast, fluid gameplay mean that it's a great timefiller when you just happen to have twenty minutes on your hand.

      The Sailor Moon RPG is just an implementation of BESM (Big Eyes Small Mouth, an anime-themed generic system) tailored towards the series. The rules are so broad that you can build, for example, a Sailor Scout aspected towards gravity who lets her enemies implode. Or one aspected towards cancer. Or arguments. We gleefully run with this and play characters which would qualify as Chaotic Evil in D&D. And we're still the world's only hope. Poor world. Interestingly, we almost never play evil characters in "serious" RPGs but Sailor Moon just somehow dictates that we should play miscreants who completely fail at humanity. Which is exactly what the game designers didn't intend. Great for short psychotic romps if you feel like subverting the setting.

      Those two should be fairly cheap, both just having a single book. Trying them out should be a rather low-risk proposition unless your group is averse to anything new. Plus, both require no dice beyond 2d6 so you don't even need to buy even more dice, unlike the next one.


      Exalted. Things might also be different if you're a semi-immortal god-eating being of more power than most D&D munchkins dare to dream of. As a starting character. And every serious enemy you'll face is similarly powerful. Lots of supplements, though, since it's a White Wolf game. Then again, a well-written lore you could just eat up, since it's a White Wolf game. All subject to individual taste, of course.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    21. Re:Seriously by mjwx · · Score: 1

      AC is right. You could talk your way through that one.

      Could have, but I'd killed the people I needed to get onside about 6 game days earlier. It was my first play through.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    22. Re:Seriously by mcvos · · Score: 1

      Have you tried changing the system?

      We've done that about a million times now. In the distant past, we started out with a lot of GURPS, followed by some Shadowrun, Paranoia, Call of Cthulhu, CORPS, and Dream Park. Then we settled on some long campaigns in WFRP and Earthdawn (Earthdawn lasted 10 years or longer), doing some Fudge in between. And after the end of the massive campaigns, we're a bit lost. We've tried some D&D4 (which I hate), 3:16, Dogs in the Vineyard, Diaspora, Shadowrun4, Serenity, WFRP3, and now some homebrew d6 stuff. I still have Savage Worlds, Gumshoe/Esoterrorists, The Riddle of Steel, Spirit of the Century and The Shadow of Yesterday on my want-to-play list.

      But really, I don't think the system is our problem. It's our group dynamic.

    23. Re:Seriously by Jesus_666 · · Score: 1

      Okay, in that case you might really have to change the group, sad as that is. Good luck.


      (Oh, and I noticed that you distinguish between "Shadowrun" and "Shadowrun 4" instead of "Shadowrun 3 " and "Shadowrun 4". I don't know if that's intended but if it is I fully agree.)

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    24. Re:Seriously by HeckRuler · · Score: 1

      Earthdawn (Earthdawn lasted 10 years or longer),

      Wow, sorry to hear that. My condolences.

    25. Re:Seriously by mcvos · · Score: 1

      Okay, in that case you might really have to change the group, sad as that is.

      Considering the time we played, and the amount of stuff we did, it's clearly not all bad. It's just that it's nowhere near as good as I think it could be. Or even as good as it used to be, back when we were younger and had no jobs and more time and energy to invest in it.

      (Oh, and I noticed that you distinguish between "Shadowrun" and "Shadowrun 4" instead of "Shadowrun 3 " and "Shadowrun 4". I don't know if that's intended but if it is I fully agree.)

      We did SR2 and 3 before. I have mixed feelings about SR4. In a way it's a far better system, and fixes lots of problems that older versions had, but at the same time I wonder if they didn't also accidentally kill the spirit. I haven't played it enough to be sure.

    26. Re:Seriously by mcvos · · Score: 1

      The extreme length and glacial speed of our Earthdawn campaign might be what killed the spirit of our group. Although at the same time, the last few years some players were really getting into the spirit of it. We did some epic stuff. But in the end it was just way too slow.

  13. Replay value by Anonymous Coward · · Score: 0

    If you can't deal with your actions having consequences in a game, maybe you need to play a different kind of game.

    I think depending on the game, actions SHOULD have consequences. They sure did in the adventures of past days, especially Sierra's; sometimes, this was done wrongly (which usually meant that there was only one right action, and you had to figure out what it was by trial and error - annoying if the wrong choice meant death, highly frustrating if it made the game unwinnable later or something similar, without you knowing), but more often than not, it was done the right way, too.

    And guess what, it added replay value, especially if there was no single right way through the game: you could play more than once, and experience what was essentially a different game each time.

    One obvious example would be Indiana Jones IV, which, at some point, offers you three paths: the "team", "wits" and "fists" path. They all had their common points, of course (it was still the same game), but they differed significantly. But there were also many other games where smaller choices you made led to different outcomes later on.

  14. People like to talk aboit violence, sex, etc by Anonymous Coward · · Score: 4, Insightful

    I think this is the most potentially dangerous aspect of games. You can't re-load from a save, or do-over in life. Once you're dead, you're dead. I work at a university, and sometimes it seems like people don't really grasp that if you make a stupid choice, it might be permanent. I sometimes worry that video games might contribute to this attitude.

    1. Re:People like to talk aboit violence, sex, etc by Anonymous Coward · · Score: 0

      I sometimes worry that video games might contribute to this attitude.

      Nah, I think it's heavy metal music and porn that does it. And the lack of JESUS in one's life!

      You're screwed Jewish Heavy Metal fans who like Nina Hartley movies!

    2. Re:People like to talk aboit violence, sex, etc by RogueyWon · · Score: 1

      I... partly agree. But only partly.

      There have certainly been times when I have thought that a game is going too far to cushion the player from consequences. You might remember Full Spectrum Warrior, which was released for the original Xbox somewhere around the mid-point of the console's life-span. It was essentially a military training simulator designed to teach infantry tactics which had been repurposed into a game (indeed, there were cheat codes to strip out the game elements and access the simulator itself). To be honest, it was a pretty good game, once you worked out that it wasn't a normal third person shooter and started to see it as more of a puzzle game.

      There was, however, one thing that always struck me as extremely strange about it. The player was in command of a small squad of soldiers and if one of those soldiers died - *BANG* - game over screen, time to go back to the last checkpoint. This always felt bizarre to me for a piece of software that was basically a training simulator. Yes, you want your students to think hard about how to avoid casualties, but as the last decade has proven, no matter how careful you think you are being in wartime, casualties are going to happen sooner or later. And in real life, there wasn't going to be a game-over screen and a return to the last checkpoint. So you had a simulator which covered small-scale infantry tactics in a fair degree of detail - until the moment your own side took a casualty. I'm sure you can see the problems inherant in that.

      However, while I will agree that people coming out of universities today (I do a fair amount of graduate recruitment and get to see a lot of new entrants to the job market) tend to have a poor understanding of consequences, I don't think for a moment that video games are the primary cause of this. I'd much rather look at the school system, where the errosion of discipline in the state school sector here in the UK has been almost complete, and where even serious misdemeanours such as assaults on other pupils or teachers are generally met with only derisory sanctions. It often feels like an inevitable moment in the early days of any new graduate's career these days involves their manager having to say: "Yes, you missed the deadline. No, you can't have a few more days, as that's not my decision to make and the customer isn't feeling forgiving. Note that this will have direct consequences for the company/organisation."

    3. Re:People like to talk aboit violence, sex, etc by Thing+1 · · Score: 1

      Another aspect to this is that brains are planning machines, and they evaluate both positive and negative plans. It is useful to have a larger set of both positive and negative outcomes to be able to plan better. Videogames, by allowing the "do-over", help to amass this larger set. (In fact, most games, actually most play activity, has a significant learning component, generally due to a similar reason; while you may not get a "do-over" in every game, you are usually alive when the game finishes and can start a new game.)

      --
      I feel fantastic, and I'm still alive.
    4. Re:People like to talk aboit violence, sex, etc by Burnhard · · Score: 1

      It's called suspension of disbelief. The important word there is disbelief.

    5. Re:People like to talk aboit violence, sex, etc by Anonymous Coward · · Score: 0

      With a bit of tweaking though, this could actually be a good lesson to teach children. Knowing when to "save your game" in particular is a great skill to have when working in a world full of computers: Making backups, keeping good records, and documenting everything you do are all habits that basically allow you to save and restore in real life, and avoid real disasters.

      Even outside of computers, there are plenty of opportunities and precautions that can turn permanent consequences into temporary consequences, and you're more likely to notice them if you are in the habit of looking for a save button before you take a risk.

      It might be harmful to teach children to look for the reset button in real life, but I think it's beneficial to teach them to look for a save button.

    6. Re:People like to talk aboit violence, sex, etc by Anonymous Coward · · Score: 1

      Real conversation at my university:

      Us: "You missed the deadline. You were told about it two months ago, a month ago, two weeks ago, and two days ago. It's too late."

      Them: "But deadlines don't really mean deadlines. No one takes them seriously."

      Us: "But we told you the deadline was serious, and the absolutely last possible day you could do x."

      Them: "I'll just talk to your boss, and they'll get me a new deadline. Deadlines don't apply to me."

      And that was with a professor. Imagine how the students behave.

    7. Re:People like to talk aboit violence, sex, etc by mcvos · · Score: 1

      I sometimes worry that video games might contribute to this attitude.

      I'm not convinced it's true, but sometimes I worry about that too.

      And sometimes I dream that it is possible to go back to a previous save in my life. And not to fix some mistakes or because I don't like my life or anything, but just to explore some completely different paths. See where they'd end up. It'd be cool if that was possible.

    8. Re:People like to talk aboit violence, sex, etc by Anonymous Coward · · Score: 0

      So you're old enough to have forgotten being a teenager, then.

    9. Re:People like to talk aboit violence, sex, etc by Anonymous Coward · · Score: 0

      No, being a moron contributes 100% to that attitude.

  15. Decisions in games by N1AK · · Score: 4, Interesting

    The post certainly fits with the contradicting feelings I have on this issue. I have found the issue even more pronounced with some of the decisions in Fallout 3 & Fallout: New Vegas. I love the comparative level of choice the games present, but rarely end up taking too much advantage of it.

    To give a spoiler based example from Fallout 3. I worked to get a snobby hotel to accept a bunch of Ghouls as residents. I avoided requests to kill of the Ghouls, to help the Ghouls break in instead and negotiated their admittance. Next time I visit the Ghouls had murdered the original residents. Obviously this wasn't the outcome I had intended, and my desire to go back and alter my decision nearly got the better of me. I still admire Bethesda for putting all those decisions, and the potentially unexpected consequences in there. It was a well crafted kick in the balls showing me that I was playing god and got it wrong.

    1. Re:Decisions in games by hat_eater · · Score: 1

      Exactly this quest made me quit snooping the quest outcomes on the net.

    2. Re:Decisions in games by ToasterMonkey · · Score: 1

      Next time I visit the Ghouls had murdered the original residents. Obviously this wasn't the outcome I had intended, and my desire to go back and alter my decision nearly got the better of me. I still admire Bethesda for putting all those decisions, and the potentially unexpected consequences in there. It was a well crafted kick in the balls showing me that I was playing god and got it wrong.

      The only difference between what happened to you and if there were a real god is your excuse for it would be "The initial residents had it coming because of their sins and such."
      Hey, like a true god, you win either way. Don't beat yourself up about it.

    3. Re:Decisions in games by mcvos · · Score: 1

      Walkthrough websites are a huge trap. I'm currently playing The Witcher (yes, I'm late. Who cares?), and sometimes I do look up some details in order to figure out how it's supposed to work, and invariably I discover something in the walkthrough that would have been more fun to discover by myself. Yet sometimes I find that I missed something that would have been cool if I'd done that.

  16. How to accept the consequences by Fixer40000 · · Score: 4, Funny

    I love Mass Effect. Mass Effect 2 even moreso. However when it came to the consequences of my actions I took two different approaches and for different reasons. Spoilers ahead gentlemen! At the end of the first game I let the council die. It was for all the right reasons, there was a giant spaceship Cthulu about to destroy all life as we knew it and I didn't want to lose vital military assets and threaten the survival of the Galaxy for some symbolic gesture. Turned out to be the 'wrong decision' in the overall theme of being the good guy and uniting all races in mass Effect 2 but I stuck with it because I would always have made that decision with the knowledge I had to hand and it also made the storyline and reactions to you on the citadel more interesting in the 2nd game. In the 2nd game though at the end there was one thing I had to change. It was the 'you have to respond to the capture of your crew instantly' part. When the crew was captured my first reaction was to finish the one mission I was in the middle of anyway because due to standard RPG meta-gaming I figured that the rescue would wait for me. When I turned up a little too late and half the crew was turned into mulch because of it I felt cheated because there wasn't any clue given that this would be the result of my actions. Even the 'crew kidnapping' event was kicked off by completing another mission meaning that you could only finish all the side-quests by leaving the important 'must do' thing until the end. With that I had to go back and correct my choice. It's easier to sit with the consequence of an action if there a good indication before-hand what that consequence is. In the case of Dragon Age there was no problem though. Want salt on your fries? SALT GOLEMS ATTACK THE CITY IN REVENGE! No salt? NOTHING CAN STOP THE GIANT SLUG DEMONS! Yes, the consequence of every decision you make will be bad regardless :)

    1. Re:How to accept the consequences by Fixer40000 · · Score: 1

      Additionally, had I know the consequence of adding carriage returns to the my previous post would have had no effect on text formatting, I would not have bothered with them. Next time I will actually look at the preview.

    2. Re:How to accept the consequences by kshade · · Score: 1

      At the end of the first game I let the council die. It was for all the right reasons, there was a giant spaceship Cthulu about to destroy all life as we knew it and I didn't want to lose vital military assets and threaten the survival of the Galaxy for some symbolic gesture. Turned out to be the 'wrong decision' in the overall theme of being the good guy and uniting all races in mass Effect 2 but I stuck with it because I would always have made that decision with the knowledge I had to hand and it also made the storyline and reactions to you on the citadel more interesting in the 2nd game

      Yeah, it's stupid that not saving the fleeing council but instead focusing on the dreadnought that's ripping apart the citadel where millions of people might die is a "renegade" action. It's a friggin' elected council, those guys aren't "worth" more than any other person. Just elect a new representative and carry on, geez.

    3. Re:How to accept the consequences by bigstrat2003 · · Score: 2

      It's considered a renegade action because the implication in the game isn't that you're doing it for the reasons stated in this thread, but that you're doing it because you're sick of aliens running the galaxy and you deliberately let the council die to pave the way for humanity to rule.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    4. Re:How to accept the consequences by bigstrat2003 · · Score: 1

      I feel cheated by the decision in that one DLC (I forget which it was) for ME1, where you storm the lair of a guy holding several people hostage. At the end, you're given the choice to kill him, but the hostages will die, or let him go and save the hostages. I chose to kill him, figuring that letting him go saves more lives in the short term, but costs many more in the long run. And then I got evil points for it. WTF?

      I also felt pretty cheated by the decision at the end of the quest for the Arl's manor. I got to the room where the demon-possessed kid was, had killed the mage in the dungeons earlier, so the only way to go into the Fade to save him was to fetch mages from the Circle. So I killed the kid, and everyone called me a heinous monster. Gee, I'm sorry I didn't go on a week-long side trip, letting the demon rampage and kill everyone. That would have been such a better outcome.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    5. Re:How to accept the consequences by kshade · · Score: 1

      Not on my play through, no. My character never said anything like that and openly told some of the racist to shut their traps. Bioware should've made ME more aware of my previous actions or allowed me to explain myself instead of just whacking me over the head with renegade points. It basically went like this:
      Council ship: OMG we're getting shot at, protect us while we flee!
      Shepard: Nope, we need every ship to defeat Sovereign and I'm not going to sacrifice the life of civilians on the Citadel and soldiers on out ships just so you are guaranteed to get out of here in one piece. Sorry, you're on your own.
      Council ship: FUUUUUuuuu*explodes*

    6. Re:How to accept the consequences by Fixer40000 · · Score: 1

      Indeed. Depending on which characters you bring along as 'shoulder angels' for that last moral choice too you can get varying opinions on what the best course of action is. These suggestions can be 'This is bigger than us, we need to save the council' 'what has the council ever done for us?' or 'We need every ship we have. You can't risk saving them'. Following that, your options are 'Save the council at any cost' 'We can't risk saving them, hold back until you have a chance at killing Sovereign' or 'At last! A Chance to kill those irritating council dolts'. It's not a black and white choice and before you go into that battle for the very first time the horrible oncoming sense of doom tells you that risking the chance to kill Sovereign to save the council may well end up risking the lives of every sentient being in the galaxy.

    7. Re:How to accept the consequences by kshade · · Score: 1

      Yep. But you still get a fair amount of renegade points for choosing the middle option. For some reason.

    8. Re:How to accept the consequences by SatanicPuppy · · Score: 1

      No, it's renegade because you *work* for the Council. You're a Specter, remember?

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    9. Re:How to accept the consequences by delinear · · Score: 2

      Which is odd because it's completely counter to the entire paragon route in the second game, which is that you can work with the nasty xenophobic organisation when needs must in pursuit of a goal which is not evil. I agree with GP - I saved the council for my "carry on" game save, but the next two times I let them roast, it just felt the "good" choice was still to side with the military (after all, this was the same council that spent the whole game calling me a liar for telling them a giant space monster was coming - the galaxy need strong leadership to recover from the attack and these idiots were too blinded by their own xenophobia to even see what was right in front of them), even though the game refused to acknowledge it. I guess even that's a nice mirror held up to life, you don't always get hailed the hero even when you make what feel like the right choices for the right reasons.

    10. Re:How to accept the consequences by Anonymous Coward · · Score: 0

      I don't mind the idea that humanity would seize the chance created by Shepard if you chose not to save the council. I could easily see Udina & co. jumping on that regardless of how much Shepard loves aliens. However it is frustrating that the decision is considered renegade by default. Well, that's not quite true. If you consider renegade to be more of a 'whatever it takes to get the job done' role, then yes, ignoring the Council is a renegade action. But if being renegade means you're just a jerk who kicks puppies (and big dumb jellyfish) then I think ignoring the Council should have been paragon or neutral.

    11. Re:How to accept the consequences by jandrese · · Score: 1

      You know the worst part? Even after you save their sorry butts in ME1, they stick dick around with you in ME2. I actually felt regret for saving them in ME2 because they were still treating me like some worthless piece of garbage and ignoring everything I said, even when I brought in incontrovertible evidence. They had better hope they don't need saving again in ME3, because Cmdr. Shepard is sick and tired of their bullshit.

      Also, I didn't set off the bomb at the end of ME2, because it seemed like a giant Reaper base would be an enormously useful asset to have later, but it turns out that not blowing up our potential trump card is a Renegade action because Cerberus apparently has dibs on it (what, I can't tell the Alliance too?).

      --

      I read the internet for the articles.
    12. Re:How to accept the consequences by SilentChasm · · Score: 1

      Sovereign as "spaceship Cthulu"? For some reason that just hits me as the best description of it ever. I don't know why I didn't think of that before. Anyways.

      I know what you mean though about the whole consequences not being exactly what you expect. I too didn't save the council, for the greater good. Losing ships to save some representatives or saving them for later in case there was another threat? I'd like to see the council members try to hold off space ships. I also lost crew members for doing 1 more quest. My main annoyance is the whole thing about getting there just in time. FTL travel using the ship itself wasn't instant from place to place but you manage to get there just in time to see some die but also in time to save some? Were millennia old AIs that inefficient that they hadn't developed faster ways to liquefy people or at least kill them immediately?

      I know it's a game but I was a bit disappointed in it after the whole detailed universe they setup in the first one. They had such a nice codex in the first one and then they basically butchered a lot of stuff in the second. The heat-dissipation thing made sense, such as turning off non-essential ship systems (such as artificial gravity) in combat to allow the ship to fight longer without overheating. ME2 didn't seem to care and had people walking around like normal in combat. I know the whole clips thing was done for a gameplay "improvement" but it so did not make sense with the information from the first about no longer having to run out of ammo being such a good thing. The thing that really bugged me though was that I was disappointed in ME2's treatment of the universe they setup from the beginning. From ME1: "The cinematic version of explosive decompression is fiction; holed compartments either take enough damage that the occupants are killed instantly, or leak slowly enough that they are able to reach protective gear." Having replayed ME1 to completion right before ME2 came out in order to refresh myself on the universe, for them do that just annoyed me and somewhat soured the rest of the game for me unfortunately. Wow, bit off topic.

  17. ***SPOILER*** by Anonymous Coward · · Score: 0

    Darn! Next time tag it!

  18. Don't be a douche by Anonymous Coward · · Score: 0

    Intricate plots, twist-endings and philosophical speculations are a must for any media nowadays.

    - Michael Bay

  19. The key word is "balance"... by fuzzyfuzzyfungus · · Score: 5, Insightful

    A world where your choices have essentially no effect is just a rail shooter, with slightly greater or lesser twistiness in the rails. The "shooter" mechanic(whether it be literal shooting, RPG, or whatever) had better be compelling. If it is, great, you've got a game that is perfectly decent, if probably not the most emotionally involving of all time. If the mechanic sucks, you've just created another game to put on the pile of examples of why "rail shooter" is practically a four letter word in gaming circles...

    On the other hand, there are some Really. Fucking. Annoying. ways to do "consequences"(many of them mirror life; but if I wanted that I wouldn't buy your damn game). The worst is probably "one true path(we just aren't telling)": this unwholesome bastard abomination is what you get when the only winnable path is, in fact, as linear as the rail shooter scenario; but the world is enough of a sandbox that you can easily deviate from that one true path in myriad illogical ways. Punishments for stupidity are fine; punishments for failure to use your telepathic powers to intuit, during level one, which apparently useless bits of scene clutter you'll need to have on level ten is bullshit. Also annoying are the "completionist heaven" ones. Homeworld, an otherwise pretty brilliant game, suffered from this. Since each level started you out with what you had accumulated the level before, you were quickly led to realize that after "beating" a given level you were semi-required to set your harvesters to work and wait until every RU in the entire level was in your coffers(extra credit for telepathically knowing which ships you should pre-build so as to not die early in the next level, and which you should avoid building because some deus ex machina is going to give you the superior replacement...)

    Unguessable insta-death is also extremely irksome. The original Alone in the Dark suffered from it in a bad way. Hey, I'm in a scary house. I have to go around opening doors... Woops, opening that door immediately drops me to a cutscene of my dying horribly, with no possible clues by which I could have inferred that it was different than any other door. I guess it is time to save-and-check my way around the entire damn place...

    1. Re:The key word is "balance"... by Anonymous Coward · · Score: 1

      Oh, and while I'm whining, one more thing:

      Obviously, most types of game just don't work if they make you a deity in a sandbox and let you do whatever you want, without limitation. No challenge. However, Please. Please. Please. impose limits on the character in some way such that maintaining suspension of disbelief does not overwhelm my puny geek arms.

      If I have a rocket launcher, with which I have just blown multiple armored cybernetic monstrosities to hell, I Do Not Need the "yellow keycard" to get through that flimsy looking door. I am a walking tank and can make my own damn door. Now, I may not be able to make it over the lava pit without overriding the bridge controls on deck 4; but don't tell me that a flimsy little door is standing in my way.

      Let's not even talk about what happens when games that do claim to be god-in-a-sandbox try to impose limits enough to turn themselves back into games(fuck you Black and White...) Oh, cool, I can throw rocks at stuff. Wait, because this quest character is an atheist I can't pick him up? WTF? I can pick up bloody inanimate objects, and animals too stupid to have belief states, but I can't pick up this one specific human?(despite the fact that I can gank humans who worship opposing gods and not me without trouble...) Cool. I have worshipers. Wait a moment, unless I tend to their pitiful needs every second their population withers and dies... According to the back story, I came into existence about 10 minutes ago. How the hell have that survived this long, but suddenly can't last an hour without my constantly dumping miracle food into their worthless bellies? Fuck it. I'm going to play Dungeon Keeper 2...

    2. Re:The key word is "balance"... by vrmlguy · · Score: 3, Informative

      Unguessable insta-death is also extremely irksome.

      Unless, of course, you're playing Nethack, where it's just one more feature. ;-)

      The truth is that, unless they read a lot of spoilers before going in, Nethack kills newbies with delightful regularity. And even reading the spoilers doesn't always help, because you may not remember something crucial until it's killed you once of twice. The trick is to understand that you're really playing meta-Nethack, where each of those deaths teaches you something new about the world.

      --
      Nothing for 6-digit uids?
    3. Re:The key word is "balance"... by Anonymous Coward · · Score: 0

      And while I'm still whining, here's another shout-out:

      The HL2 gravity gun. Enormous fun; but that bastard clubs you right in the face with "Hi, I'm actually just a game mechanic, not a self-consistent device!" approximately every 15 seconds. So, I can pick up big, dangerous looking sawmill blades(at least a CM thick, by the looks of them, and not your wimpy little handheld circular saw diameter, either.) and large compressed gas cylinders(precise size not specified; but can't be less than 50lbs full) and fling them at incredible speeds; but I cannot even poke any enemy except a headcrab. Nope, no "gradual change in ability to manipulate objects based on object mass" just "trivially movable object/utterly immobile object/headcrab(can knock back, cannot pick up, despite weighting substantially less than most trivially movable objects)/every other type of enemy(can't even nudge. If I've already picked up a movable object, I can throw it so hard that it knocks them backward and/or bisects them; but without something picked up, cannot even give them a gentle tap...)"

      I'm sooo glad you went to all the trouble of building a sophisticated physics engine there guys....

    4. Re:The key word is "balance"... by thegarbz · · Score: 1

      Unguessable insta-death is also extremely irksome. The original Alone in the Dark suffered from it in a bad way. Hey, I'm in a scary house. I have to go around opening doors... Woops, opening that door immediately drops me to a cutscene of my dying horribly, with no possible clues by which I could have inferred that it was different than any other door. I guess it is time to save-and-check my way around the entire damn place...

      This is the key bit right here. The choices given in a game should affect the outcome due to some moral and conscious choice of the user. I had no problem with losing a character in Mass Effect 2, he wasn't loyal, wasn't leveled up, and frankly I picked him because I figured the other characters gave me a better chance of finishing the game. In Mass effect 1 I also shot the Kronan on my team because frankly he gave me the shits.

      What I couldn't take however was the complete loss of my crew in Mass Effect 2. (spoiler alert) When the crew is kidnapped triggered by finishing a mission in the main story line you have a timer. You can complete 2 more missions before going to rescue them. If you do any more then you arrive just in time to see your crew turned to a gooey mess. I really like the Mass Effect side quests so I played through them before I went to save my crew. It's also important to do as your team mates effectively level up by completing the side quests, and they die later if you don't.

      This gameplay mechanic is great, real moral choice, however the one shit thing is there is no advanced notice of this at all. There's little indication that a team member who isn't loyal won't survive the final campaign. There's also no indication that the crew will die if you don't go to their immediate rescue. Nothing in the game indicated that would happen, and in fact the common gameplay mechanic of "the main story line will wait for me" would indicate exactly the opposite. This effectively reduces the effect of the moral choice back to dumb luck that if you don't play all the side quests when they come up before going to the main story you simply will end up with people dying.

    5. Re:The key word is "balance"... by jollyreaper · · Score: 1

      A world where your choices have essentially no effect is just a rail shooter, with slightly greater or lesser twistiness in the rails. The "shooter" mechanic(whether it be literal shooting, RPG, or whatever) had better be compelling. If it is, great, you've got a game that is perfectly decent, if probably not the most emotionally involving of all time. If the mechanic sucks, you've just created another game to put on the pile of examples of why "rail shooter" is practically a four letter word in gaming circles...

      On the other hand, there are some Really. Fucking. Annoying. ways to do "consequences"(many of them mirror life; but if I wanted that I wouldn't buy your damn game). The worst is probably "one true path(we just aren't telling)": this unwholesome bastard

      The heart of the matter here is that you need to make sure that the consequences of actions for the player will be an example of good drama rather than bad play mechanics.

      The example above about a game letting you destroy an object that will be required later and break the game or the bit in Homeworld about needing to know what you need to do before you do it, I call it mandatory prescience and it's a game-killer. If I have to think about how I'd play a video game rather than believing in the world's mechanics, that's a fail.

      The GTA's have been pretty good about that sort of thing. The story events are doled out in sequence. You have your main quests and side quests. IV was a little annoying with the cell phone bit, having people call you up and demand activities when you might not have wanted to. You can turn off the stupid phone but you have to remember to do that each time you reload since the phone always defaults to on. I like that you could skip the whole dating thing since it really didn't add much to the game.

      I think the thing that bothers me the most in RPG's is how you have no idea what kind of character you want to play and they force you to that decision right from the start. Is spellcasting fun or annoying in this game? Playing as a fighter is usually easier but will it be as satisfying? I'd much prefer for the game to not run with declared classes and let you simply accumulate skills by what you do. Are you using a sword more? You become a better swordsman. Are you using a bow more? Your stats improve there. Do you favor heavier armor or lighter armor? There it's not so much stats but your own encumbrance that will affect how you move. There's no way around having stats and fiddling with pencil and paper in a tabletop game but you shouldn't have to deal with this sort of thing in a computer RPG.

      Some purists might start screaming about multi-class whoring and how I'm ruining the idea of the game. Nonsense. If you consider that running through the main quest will take you x hours and you build skills at given rate, you balance the rate of improvement so that a warrior or spell user will be fairly strong by the endgame. Someone splitting the difference will have spell and fighting skills but won't be as accomplished as a specialist.

      The point is to make the damn thing fun and let people play how they like. I have no problem with someone continuing to play with the same character after the main quest is done, in sandbox mode, and maxing all the stats. That's fun for them. And they're not playing against anyone else. That, to me, is the only point where whoring is a real problem. You get some twink who wants to run with a character who can kick Sauron's ass and everyone else has to play hobbits.

      --
      Kwisatz Haderach
      Sell the spice to CHOAM
      This Mahdi took Shaddam's Throne
    6. Re:The key word is "balance"... by delinear · · Score: 1

      If you have a beef with the gravity gun, how about the portal gun? Now, don't get me wrong, I love Portal, but it always really bugged me that there are certain surfaces you can't create a portal on. Why? What possible reason is there that this shiny metal surface is any more resistent to a portable wormhole than that sturdy granite surface? For that matter why do I even need a wall, what's wrong with creating a portal in the air? Things like spikes and fire, fair enough, I can almost accept that that's not a limitation of the weapon but of common sense on behalf of the in game character, but everything else should be fair game.

    7. Re:The key word is "balance"... by dave562 · · Score: 1

      The original Alone in the Dark suffered from it in a bad way. Hey, I'm in a scary house. I have to go around opening doors... Woops, opening that door immediately drops me to a cutscene of my dying horribly, with no possible clues by which I could have inferred that it was different than any other door. I guess it is time to save-and-check my way around the entire damn place...

      +1 old school credit for mentioning Alone in the Dark.

      Do you remember that game, or more importantly, the hardware that was out at the time? I played it on a 386. Those stupid pitfalls were the game. They only had a few megabytes to work with. It was all about exploring a haunted house, and dealing with Cthulhu-esque monsters.

    8. Re:The key word is "balance"... by CAIMLAS · · Score: 1

      On the other hand, there are some Really. Fucking. Annoying. ways to do "consequences"(many of them mirror life; but if I wanted that I wouldn't buy your damn game). The worst is probably "one true path(we just aren't telling)":

      The best implementation of this I can think of is Deus Ex, though the plot is somewhat hourglass shaped (lots of options, reduced to a few, which instantly present you with a couple endgame scenarios). You can reach the same decision point almost regardless of what you do throughout the game; however, the story is certainly different with a subsequent playthrough on a different path, and the endgame scenarios are all still available when you reach that point (IIRC - some may be eliminated for you if you pick the evil path). IMO, it's much like real life in many regards, but still 'open ended' enough that it's entertaining.

      Unguessable insta-death is also extremely irksome. The original Alone in the Dark suffered from it in a bad way. Hey, I'm in a scary house. I have to go around opening doors... Woops, opening that door immediately drops me to a cutscene of my dying horribly, with no possible clues by which I could have inferred that it was different than any other door. I guess it is time to save-and-check my way around the entire damn place...

      A game I very much like for multiplayer does this (Borderlands): you can jump from great heights and survive, with only minor damage to your shields - normally. However, if there is a 'gap' (say, from a higher level to a lower level, such as a cliff) in a map, which you can visually determine is jumpable (in some scenarios), it is quite possible you will make your head explode by inadvertently leaving the

      This is somewhat frustrating, because it costs roughly 10% (I think) of your accumulated cash to re-spawn. The last couple times it was over 100k units (accumulated at 100-200 at a time, mostly).

      Traditionally, I've avoided things like this by being compulsively thorough (every box opened, every corner explored methodically, compulsively checking the map, etc.). This game, however, I've taken a more laid back appraoch and have played it primarily while drunk, so that hasn't been such the case.

      --
      ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
    9. Re:The key word is "balance"... by Anonymous Coward · · Score: 0

      You built ships? I thought the proper way to play the game was to steal everything that you couldn't pry up with a battleship until you reached a the point where you weren't allowed to build ship. (And then of course, reach the point where the number of ships you bring causes the next level to crash. Then you can drop a couple Ion Frigates. Light shows forever! :)

      But yes, the "Fast forward while I strip mine everything" button is good.

      At least unless you're going to be hot dropped by an enemy fleet and so you must flee the moment objectives are done.

      And you still need that button because completionism requires you to murder (capture) that undefeatable enemy fleet, right?

    10. Re:The key word is "balance"... by Zelgadiss · · Score: 1

      Unguessable insta-death is also extremely irksome. The original Alone in the Dark suffered from it in a bad way. Hey, I'm in a scary house. I have to go around opening doors... Woops, opening that door immediately drops me to a cutscene of my dying horribly, with no possible clues by which I could have inferred that it was different than any other door. I guess it is time to save-and-check my way around the entire damn place...

      IMHO if you give players choices, it's best you make the consequence of said choices clear at the start so the player can make an informed decision.

      Sure it isn't realistic, but it's a game, it's escapism.

      If I wanted to get screwed over due to no fault of my own, I can get plenty of that in RL.

    11. Re:The key word is "balance"... by Anonymous Coward · · Score: 0

      Thats not unguessable though. Yeah, you have to learn and remember a ton of stuff to avoid those insta-death instances, but they're avoidable. Some of them are almost common sense when you look back at it in retrospect : "Gee, maybe I shouldn't drink randomly found potions without identifying them."

    12. Re:The key word is "balance"... by Late+Adopter · · Score: 1

      Early polymorph traps found by an enemy, or magic items on spawned enemies in the Gnomish Mines. Both cause fairly unavoidable deaths while you're still low-level, though they're very unlikely.

    13. Re:The key word is "balance"... by Gabrosin · · Score: 1

      It's amusing to listen to people complain about the fact that after your crew gets captured, running around doing other side missions will cause some of them to die waiting for your rescue.

      NO SHIT.

      Your crew just got captured by evil aliens! What did you think they would do, keep them in luxury penthouses until you decided it was finally worth your time to come rescue them? I thought that even having one important side mission to undertake before you went after them was a little too much. In theory, you should have to go after them immediately or face the consequences.

      This is really more a commentary on how previous games have forced people to think. RPGs are set up nowadays so that few, if any, of the quests have a sense of urgency to them. If a farmer comes up to you and complains about bandits attacking his farm, you can say "Sure, I'll help you out", get an entry in your quest book, then go do the entire rest of the game and come back to the farmer weeks and weeks of game time later. And yet the moment you finally arrive, THAT is when the bandits strike and you can run them off. It's a bit insane that you can go around collecting quests and putting them off until you're ready, even if the quest's storyline is something that has immediate consequences if left unsolved. Even ME2, a tremendous game, suffers from this most of the way through... some loyalty quests (Miranda and Thane come to mind) should be things you have to handle immediately, but instead you can put them off until you feel like dealing with them. You're gaining flexibility but trading away believability.

    14. Re:The key word is "balance"... by thegarbz · · Score: 1

      In real life I'd agree with you, but the pre-conditioning is a key point here. What did I think would happen? The same thing that happens in every other RPG, the main story waits consequence free while I go finish side quests.

      I mean the basis of many RPGs is that there's untold evil being unleashed on the world and the hero responds by going and running errands for helpless idiots.

      It's a bit like Kings Quest V. Adventure games pre-conditioned us to try every combination of everything and any actual outcome must have been either a comically designed element or part of the main story. So when you get given the pie in near the start of the game the natural instinct is to eat it. Now the game is unfinishable because you can't be the abominable snowman towards the end.

      Lets not forget that this is A GAME, not real life. I expect games to wow me with incredible features and story but all in all retain the common game mechanics of the genre. Or at least advertise on the box that some key decisions break the standard methods of the genre (i.e. doing a side quest changes outcome of mainquest in unexpected ways). I think back to StarControl II where if you took too long to finish the game the Ur-Quan Kohr-Ah would wipe out the entire galaxy, but the game was full of subtle hints and blatant warnings that this was going to happen even without an implicit countdown timer ala Dead Rising.

    15. Re:The key word is "balance"... by CoolGopher · · Score: 1

      Unguessable insta-death is also extremely irksome. The original Alone in the Dark suffered from it in a bad way. Hey, I'm in a scary house. I have to go around opening doors... Woops, opening that door immediately drops me to a cutscene of my dying horribly, with no possible clues by which I could have inferred that it was different than any other door.

      Oh come on! You've been having weird creatures attempt to break in through the attic window, and you then go and open the front door without even checking through a window on that side of the house?! That is not particularly smart.

      (Alright, I made the same mistake too, and it took me a while to realize I could push the piano across to block the attic window... awesome game though!)

  20. Fallout did this by Andtalath · · Score: 2

    Both the first and second fallout gave you an opportunity to kill EVERYONE.
    Even essential characters.

    You even gained reasonable profit for it.

    However, the problem was that you never knew when someone you killed was actually important for something later on.

    So, in the end, killing people was risky business.

    I hated fallout for that.

    1. Re:Fallout did this by Anonymous Coward · · Score: 0

      gave you an opportunity...hated fallout for that

    2. Re:Fallout did this by dave562 · · Score: 1

      So, in the end, killing people was risky business.

      And yet Bethesda considered that angle, and once you've killed enough people, you get a perk for it that makes it so you do more damage. I think it is the "Death Bringer" or "Lord of Death" or something along those lines.

      I ran into a similar, less dramatic issue. At one point I came across some random guy in a motel. I to him and told him I was there to kill him. He ran away. It turns out that later in the game, I could have made good money from that guy.

  21. What happen? by kshade · · Score: 1

    I wonder if he lost some of the major NPCs by assigning them the wrong tasks and/or the crew of the ship.

    Spoilers ahead!
    On my first play through I messed around for a bit before starting the final mission and lost the entire Normandy II crew in a horrible, graphic way. I really didn't expect it and actually felt bad for them. Second time playing only Thane bit the dust because I don't want to see him in ME3 :>

  22. Bioware is good at that by SteelKidney · · Score: 0

    I had the same reaction in Dragon Age: Awakening when I thought I'd caused the destruction of my keep and everyone I'd left in it. Personally, I like it. Mindless hack 'n' slash has its place, but it takes some real work to provoke real reactions in games. Fallout and Fallout 2 had that ability. That's why I'm kind of looking forward to their MMO- I usually don't get into them much, but if Bioware puts this kind of element into it, I think I'd really like it.

    1. Re:Bioware is good at that by mcvos · · Score: 1

      An MMO that deals with real loss? Sounds unlikely. I'd love to see it, but most MMOs seem to go out of their way to break suspension of disbelief just so they can prevent any meaningful loss to the player. I'd love to play an MMO where dead means dead, though.

  23. I want to see the whole game... by Anonymous Coward · · Score: 0

    I really am not worried about what happens, it's fun and I'd like to see it all. But I want to be able to clear/see it all without playing 2-3 hours of the same stuff again for just one scene. That's just a horribly annoying thing many publishers caused in the past.

    Good-evil-neutral is about as much as will work- three playthroughs is about as far as marginally different events and more or less entirely different dialogue will carry, and while the storyline need not be predictable I need to know whether I'm still on track to the things I haven't seen yet.

  24. Heavy Rain by macactionhero · · Score: 2

    Heavy Rain for the PS3 is all about the coices you make. You end up playing as 4 different characters throughout the game, and if you are careless, some of them will die. The game auto-saves though, so you are forced to continue playing to see the outcome that you have created. It give you quite a bit of those "aww crap! I should have done that differently!" moments.

    1. Re:Heavy Rain by rwa2 · · Score: 1

      Yeah, been reading about it at http://arstechnica.com/ . Pretty intrigued by it, even went so far as to purchase one of the guy's earlier games on PC (Indigo Prophecy). I like playing through alternate endings.

      And then of course there's a the brief flash game, One Chance that they enjoyed, since it tries hard to prevent you from playing again on your computer and altering your outcome. It's a bit heavy-handed, since there's really just one "win" ending (sort of). I prefer the games that give you a variety of outcomes. Which Heavy Rain seems to be pretty promising in that regard.

  25. Alpha Protocol by TOGSolid · · Score: 1

    All this talk of choices and no one has mentioned Alpha Protocol? Egads, that's a damned travesty.
    If you want a game where choices matter, where the conversations are interesting and also how you conduct them matter, where even your play style impacts the game, then get Alpha Protocol. There are so many variables in that game that I'm on my 3rd playthrough and I'm still having a blast. The writing and voice acting is consistently fantastic and it's a shame that more people haven't played it. It's easily one of the best RPGs of last year but then, what else can you expect from Obsidian? Sure their games are glitchy but those guys know how to create an engrossing world better than anyone.

    1. Re:Alpha Protocol by sp1nny · · Score: 2

      Sure their games are glitchy but...

      Every single aspect of Alpha Protocol apart from the choices/consequences system is utterly mediocre.

    2. Re:Alpha Protocol by TheL0ser · · Score: 1

      Sure their games are glitchy but...

      Every single aspect of Alpha Protocol apart from the choices/consequences system is utterly mediocre.

      So very true. It wasn't the fact that there was a "win game" button that made me dislike it. Those buttons are not all that rare. It was the fact you could collect SEVERAL "win game" buttons and just not even have a challenge anymore.

    3. Re:Alpha Protocol by TOGSolid · · Score: 1

      I don't play RPGs for their gameplay though. I play them for the writing and the story. If I absolutely love the characters and I feel like I'm making an actual impact on the ongoing story (and Alpha Protocol pulls this off better than most) then 9 out of 10 times a happy camper.
      It's why I prefer Alpha Protocol to Mass Effect 2. ME2's gameplay may be better (save for that whole planet scanning crap), but the overarching story is garbage and does a lot of damage to the universe established in Mass Effect 1. ME2's ending left me going "what the fucking fuck was that?" where as Alpha Protocol's left me going "Holy shit!!!" (all three times even).

      The fact that people panned Alpha Protocol just because the gameplay was mediocre shows me just how far the RPG genre has slipped.

      Go do another playthrough and don't use any of the OP abilities. You'll find your experience will vastly improve.

    4. Re:Alpha Protocol by sp1nny · · Score: 1

      The fact that people panned Alpha Protocol just because the gameplay was mediocre shows me just how far the RPG genre has slipped.

      Why should people settle for mediocre 'game'play in a 'game'. If I was in it for the story, I'd be reading a book. If I'm playing a game, I want the game to be good. And while the story is a part of the experience, it isn't the only thing that a game should be doing well. Alpha Protocol deserved the poor reception it got. The story branching is very nicely handled, no doubt, but everything else around it is just bad.

  26. The world is full of pansies now. by Kincaidia · · Score: 2

    Does anyone remember the old days of Everquest? Now THERE were consequences. You've played played the character for YEARS as opposed to a measly 50 hours, and you kill one random fish and "Feel the hatred of an entire race"... Or part of your epic quest requires you to sacrifice being able to enter your home city without being attacked. So people worrying about small forks in a game where you can always just start over make me chuckle inside. Oh, how soft we've gotten... and I'm sure the Barbarians of Halas still hate my ranger, as well as the High Elves, just for killing that Royal Fish in Lake Rathetear... Consequences make you care.

  27. Multiplayer games by gmuslera · · Score: 1

    You cant reset other people memories about what you did.

    1. Re:Multiplayer games by tepples · · Score: 1

      Of course you can. Leave and rejoin, and the matchmaking server will put you in with people who didn't see what went down. Or are you referring to multiplayer-on-one-screen games or friend-code-only games?

  28. I remember that scene by NoSleepDemon · · Score: 1

    **SPOILERS!**

    I remember that scene, and it was the worst scripted part of the game; not only do all the main characters *suddenly* hop onto a shuttle for NO REASON (other than to avoid their capture / death) when you start whatever mission you were planning to do, but once they've gone (including Shephard) and the attack begins, control of the game inexplicably shifts to another (albeit cool) character. It makes no sense what so ever, seriously disrupts game flow, and was the only thing I disliked in that game. I think OP should play more games so he/she can tell when something fishy and out of your control is about to happen (e.g. end of HL2 EP2), to me the biggest hint that bad things were about to happen was the departure of every single well known character from the Normandy on a shuttle to do the next mission, when there was no reason to do so.

  29. For argument's sake by Dunbal · · Score: 1

    If you are faced with such dramatic and irrevocable choices, clearly you are not so much playing a game as "following a script".

    In a game - like say chess, Oblivion or EVE Online, the real firm choices are made at the beginning - what color do you want to play? What race do you want to be?

    The rest of the experience is a cumulative result of many little decisions that have minor consequences but are not necessarily game changing in themselves.

    Taking a pawn or losing a pawn will usually not cost you the game. But lose enough pawns and you'll get enemy pieces in your rear. You don't HAVE to join the Dark Brotherhood in Oblivion and it's not necessary to finish the game, however it will affect your perception of the game world. Training the wrong skills in EVE won't cripple your character, but it will cost you time.

    Whereas in a script that passes itself off for a game, which sadly includes most "games" today, you are often faced with forks in the path you are going down and have to choose A or B, with immediate and irrevocable consequences. Developers will argue game balance and coding issues, but you have to remember that these "forks" ONLY exist to try and cover up the fact that the game is a linear, boring piece of shit and they are trying to make it a little more interesting.

    Guess what kind of games I like to play?

    --
    Seven puppies were harmed during the making of this post.
    1. Re:For argument's sake by Aphoxema · · Score: 1

      I play EVE too and appreciate the potential for small decisions in some games to have small but cumulative effects, but there's some damned good "scripts" you act out out there... though I am starting to feel like many of those are just done for the dollar rather than the art or keeping people interested in coming back for more money.

      It's usually FPSes where they can force feed you a lot of cinematics with "Oh look this way, quick quick!" and keep your pupils quivering. Then it's over and it's like the crash after a caffeine tangent with a "To be continued!" or an equally shit and unfulfilling climax.

      I used to not sweat it, I had a lot of time and I felt justified in downloading games since I was living on scraps or less. Now... I have to plan on play-time and I don't mind paying for the toys. Except, of course, when the toys turn out to be cheap Asian dollar store doo-dads, shrink wrapped and sold for 60 FUCKING DOLLARS with a no return, no exception policy.

      --
      "Most people, I think, don't even know what a rootkit is, so why should they care about it?"
  30. The "Reality" Setting by jlaprise1 · · Score: 1

    Speaking of choices in games, every now and then I wish that games would have a "reality" setting. In FPS games, this might manifest as "Oh look. I shot a police officer and now every police officer within a couple of miles is gunning for me." Maybe the other guy is a good shot too...oh, head shot? So sorry.

    Maybe every 20th game should automatically start in reality mode.

    This is not a diatribe against violence, simply the occasional reminder that virtual violence and lethality are very different than their real analogs.

    1. Re:The "Reality" Setting by Plekto · · Score: 1

      To be perfectly honest, most games are so devoid of real choices and an actual interactive story these days that it's exactly like a poorly written B movie. Even games like Mass Effect only barely scratched the surface of what's possible. Most just simply railroad you into a linear storyline and you're just shooting your way from cut scene to cut scene.

      Of course what really pisses me off is the choke-point to drive the story along. One of my favorite games of all time is Deus Ex. But there is one point in the game where you are literally forced to chose one side (the other isn't an option at all) despite quite possibly playing the game 100% counter to that up to that point. It was quite simply "your adventure in role-playing is over". From that point onward it was simply a typical FPS and nothing you did made any difference at all. If they give you the option of being good or bad, then they need to have good and bad endings. Or if it's linear, make it realistic. Mafia (the original) did a good job of this as you started the game like GTA3 (which also did a good job, IMO) just doing stuff, but by the time you realized how far you were in, it was simply too late to turn back. The ending for both was also well done and appropriate. Note Mafia 2 fails utterly in this aspect - it feels "console" in everything from the tight physical level design, linear story, and lack of real choices. I'd rather play the original than waste my time on $40 worth of hollow eye-candy.

      Of course, the biggest problem that I have with games isn't the linear storyline, but the fact that they have dumbed-down the games to console levels. That is, the OP just simply was conditioned to reset to a save game a few minutes earlier. The best thing about games in the past was that you had to survive the entire level/area/etc in one go. There also were no hint books or guides. You simply had to persevere. Now you can save anywhere and there's a guide the day the game comes out. If I don't like it, I can just do it over again. Start again with full health and try again from five minutes back.

      Compare this to Doom or Quake (or most of the games based off of them). Your stats, weapons, and ammo is kept between levels. You must do the entire thing in one go, and have enough supplies left over to survive the NEXT one as well(Doom itself, less so, games like Hexen moreso). I let my son play it and he just simply gave up and walked away for the first few days as it was "too hard". Shame, really, since the ending in both games was epic at the time - I'd worked for ages to get to the final battle and *barely* managed to win it.

  31. Sounds like somebody... by rebelwarlock · · Score: 1

    ...is lazy with side quests. It's your own lazy fault if your crew dies there. I actually didn't find out that would happen until someone told me, because as a good RPG gamer, I did every side quest I could get my grubby little mitts on before finishing the main quest line.

  32. RTS games, lots of irreversible consequences by captainpanic · · Score: 2

    Real-time strategy games have lots of irreversible consequences. It's the fact that you take them all the time which makes it easy. The clock is running, and your enemy is building an army too. No choice is also a choice. To construct that new base means you take a risk. Not to build it is also a risk. Those are all make-or-break moments.

    The only difference is perhaps that a single game doesn't last all that long, and therefore a failure is not too bad. Also, it's often possible to hit pause and save the game before making an important decision in a big game against AI.

    1. Re:RTS games, lots of irreversible consequences by PhxBlue · · Score: 1

      The only difference is perhaps that a single game doesn't last all that long, and therefore a failure is not too bad. Also, it's often possible to hit pause and save the game before making an important decision in a big game against AI.

      You also don't have the emotional investment in a mess of infantry in an RTS that you'd have, say, in Tali'Zorah from ME.

      --
      !#@%*)anks for hanging up the phone, dear.
  33. Similar feeling in a different genre by VickiM · · Score: 1

    I used to play a lot of Harvest Moon games, where you can court and eventually marry someone in town. In some of the games, it is easier to get the girls to fall for you, and this has been my downfall. While trying to be a basically nice guy to everyone, three girls fell head-over-heels, and I felt like a complete tool when one of them confronted me after I proposed to a different one. I never quite finished that game, and I never again proposed to anyone in a Harvest Moon or Rune Factory (spin off) game. The graphics aren't immersive and the people are a bit stereotypical, but the consequences to your actions feel real when you toy with emotions. I enjoy raising farm animals, but it's easier to handle regular, linear RPGs without feeling like a jerk.

  34. Reset kids? by Wrexs0ul · · Score: 1

    If kids are expecting a reset button in real life because of video games they need more parenting time and a lot less Halo. Being unable to tell the difference between expectations and rewards in video games and real life means there's something seriously missing from their early education.

    That goes for everything: movies, friends, even the internet. Parents don't even have to be experts, just caring enough to teach what to get out of an experience. Not to say it would be awesome to one day school my teenager in their favourite FPS, but that's a different tale. :)

    -Matt

    --
    --- Need web hosting?
    1. Re:Reset kids? by Culture20 · · Score: 1

      When I played BF2, I noticed a marked difference in how kids played versus adults. The kids took the re-spawn-on-death mechanic and ran with it, realizing that as long as they killed >1 enemy, the ratio was a win, so they'd go on suicide runs with C4 cars, 'nades, or claymores. And if they did that near a flag or against an enemy tank, even better. The adults would more often hang back, saving their skin, calling for medics, etc. Following RL rules, it makes sense, but the game was a different world, and the kids' tactics were correct.

    2. Re:Reset kids? by i_b_don · · Score: 1

      The adults would more often hang back, saving their skin, calling for medics, etc. Following RL rules, it makes sense, but the game was a different world, and the kids' tactics were correct.

      not really. The way to win in the BF2 games is to take flags. the "kids" who simply run in and kill a few people *lose* to people who are holding flags, capping flags, and playing as a team. The ticket system is does cause you to lose tickets when people die, but it's biased for people who cap flags vs. people who kill the enemy more. IMHO, that's what makes the whole Battlefield series of games so great. It's the first and best series of FPS's for team play as opposed to games like the Call of Duty series which is much more about individual heros than teamwork.

      d

      --
      all language nazi's will burne in heil!
    3. Re:Reset kids? by cyclomedia · · Score: 1

      I'm in my 30's and have always played with that tactic. I consider Counterstrike and everything it spawned a scourge on my gaming experience! Give me Quake 1 Deathmatch any day (and then Valve's DMC!). Fast, furious and a fistfight for the rocket launcher. So long as you take a couple with you in the aftermath it's a net positive :)

      Games are supposed to be FUN. Right?

      --
      If you don't risk failure you don't risk success.
  35. You Only Live Once by Anonymous Coward · · Score: 0

    No discussion about irreversible consequences in games can be complete without mentioning it:

    http://www.kongregate.com/games/raitendo/you-only-live-once

  36. That's stupid by Moraelin · · Score: 4, Insightful

    Gaming 101: Never quit until the screen says "Game Over"

    Aye, that's what I tell people who insist I should quit smoking and drinkin. Mah daddy didn't raise no quitter ;)

    More seriously, wtf? That strikes me as an incredibly stupid idea. Life is full of situations where quitting is actually the logical alternative.

    Trivial example: sending yet another thousand to that poor Nigerian widow, for yet another unexpected bank fee. Less people would end up in huge debt if they just quit instead of throwing more good money after bad.

    Equally trivial example: business. Keeping dumping more money in a business that loses them hand over fist can be an a bad idea, and quitting can actually be the sane thing to do. If you think otherwise, tell that to all the stagecoach companies in the 19'th century.

    But really, the same goes for war, gambling, or just about anything else.

    Even in games, one of the first things you learn in Go is to not throw good pieces after bad, i.e., to know when to quit trying to save a group that's beyond saving. Not only you'll typically end up increasing the other guy's score if you keep at it, but even if he does let you save that group, it's because it's giving him time to take the rest of the board. Knowing when to let go of a group or stop following a ladder is the first step to graduating from noob, so to speak.

    Which brings us to entertainment. WTF? If the purpose is to get entertained, what kind of idiot would argue that you should continue doing something that stopped being entertaining, just in the name of some idiotic "not being a quitter?" Would you argue one also shouldn't change TV channels if some uninteresting crap just started? Why or why not? It's as much being a "quitter" as changing the game disc in the computer.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:That's stupid by UninformedCoward · · Score: 1

      I like this post, well written and throughly thought out. However, I disagree on many points. GP seems to be talking about gaming, not real life. There are obviously an innumerable amount of differences between the two, up to and including, the consequences of decisions. Your "trivial" examples are countered in many games. Ever have had a game vendor that will only sell you something once you have bought so much stuff from them? Rarely will this ever happen in real life, citing your examples, but this happens all the time in the gaming world (Think vendor reputation).

      Lastly, entertainment is personal preference. I hate being a quitter in games and actually it makes me even more determined when I see that Game Over screen. You may have an opinion that a game stops being entertaining when your grinding or stuck at one spot but imo its a means to an end. It makes the progress you have mean something and its that perseverance that I find entertaining. I would take it one step further actually, Gaming 101 - Never Quit.

    2. Re:That's stupid by Moraelin · · Score: 1

      But the game itself is just a means to an end: to be entertained for a few hours. If what you described is entertaining for you, fine, then keep doing it. If for someone else it isn't, then why would they want to continue doing a mean that doesn't lead to the end they want? Isn't it like not quitting riding the wrong train?

      Even for you, there must be _some_ kind of gameplay that you don't like or find boring. Trivial example: if one "puzzle" simply required running around a house 100 times, with nothing else happening. Would you continue playing the game even though it asks you to do something that's not actually entertaining you? Why?

      --
      A polar bear is a cartesian bear after a coordinate transform.
    3. Re:That's stupid by UninformedCoward · · Score: 1

      Why would I ride the wrong train? I would not go to GameStop and buy the latest Hello Kitty video game as I have no interest in progressing through such a game. Just like I have no interest in travelling on the wrong train.

      Its more like this... why get off the train just because, while getting on/off, one car you walk through smells bad. Your getting to your destination but you have to walk through this smelly car. Why end the trip early? Your not in that car the whole trip.

      Its all relative to the person I suppose. I have no problem entertaining the notion of running around a house 100 times to progress through a game. Others (most?) may not have such an attention span. Now if there was no progression or end to this 100x house then I suppose I would quit or, more likely, would have never picked it up to begin with.

    4. Re:That's stupid by Philomage · · Score: 1

      More to-the-point example: bankruptcy and overwhelming debt; sometimes the only real choice one has is to quit and start over (of course there are still real-world consequences to choosing a bankruptcy option).

    5. Re:That's stupid by Moraelin · · Score: 1

      Well, I'm glad you're as omniscient as to know about such sections in advance, but the rest of us are more fallible and less inclined to spend 30 hours researching if we'll like a 10 hour game.

      Most often it boils down to discovering that, basically, I'm in the game I don't like. Sorta on the wrong train. It may be kinda dumb to be in it to start with, but there we go, it happened. Why shouldn't I quit?

      And the examples in my original message up the thread do apply too.

      - I have 1000$. Do I invest them in enterprise X, Y or Z? Which of them is best suited to my goal? (In this case, making a ROI.) Why shouldn't I quit investing in X if Z is a better investment?

      - I have one move to make in Go. Do I support groups of pieces X, Y or Z? Which of them is the best move towards my goal? (Of defeating the opponent.) Why shouldn't I quit trying to save group of pieces X if Z is a better use of one move?

      - I have an hour to waste and want to be entertained. I could play game X, or I could do other things Y and Z. Which could be other games, but also watching a movie, or deciding to do something productive instead now and do the entertainment later, or whatever. Which do I do? Which of them will get me more entertained? Why shouldn't I quit game X if popping in the DVD for Z will entertain me more?

      --
      A polar bear is a cartesian bear after a coordinate transform.
    6. Re:That's stupid by mindwhip · · Score: 1

      Its fine when the choice of irreversible consequence is obvoiusly so...

      It can be very annoying when you are give the choice of 'Go now' or 'wait a bit longer' and you chose the latter thinking you need to upgrade your armour before you go, spend half an hour at the vendor buying your bling just to find out that 'wait a bit longer' actually meant 'Never!' You missed your chance... you have to go do something else that doesn't fit they way you are playing the character.

      Then you realise that after buying stuff you saved over the entirety of today's efforts... and faced with having to play several hours over or go down a story path you don't like you stop playing and sell the game on eBay.

      --
      [The Universe] has gone offline.
    7. Re:That's stupid by sahonen · · Score: 1

      The difference between your real life examples and a video game is that you don't get another chance at real life, while in the video game you can reload an earlier save.

      --
      Make me a friend and I'll mod you up
    8. Re:That's stupid by UninformedCoward · · Score: 1

      Damn all those omniscient people that can read maps of where trains are going and make a decision on which train will take them to the place they wish to go!

      So you failed to read the map, what now? We are stuck on this train going to the wrong place. Bummer. Quit. Jump off the train and lose your $60 ticket. You would not want to continue going somewhere you have no desire to end up. However, If you bought your ticket thinking, "Hey I'd be entertained to know where this goes" and then you jumped off because you don't like the scenery, well, your a quitter. I'd probably continue to the destination, others might not. Different stokes.

      I'll identify the flaw in each of these examples.

      - Entertainment, or being entertained, can not have a set value like money. You value different aspects of your gaming experience than I. You may think these endless puzzles are worth nothing, I may think they facilitate the end/progress though a game and therefore I value them more. Kind of like if your ROI for X is $500 but my ROI is $800 and your ROI for Z in $800 but my ROI is $500. In theory I could put any arbitrary number as a ROI as its an unquantifiable value when assumed as entertainment/being entertained.

      - I don't play Go. But, it looks like your still playing regardless of which pieces your holding.

      - So, you have an hour? Is this quitting? I think this is more time management. If you were to never pick up this game again because you only have an hour to play right now then I suppose yes that is a great example but I can not think of any reason to permanently end a game because of a time restraint not set by the game itself. I don't know about everyone else but I need to sleep every once and awhile. I do not consider myself a quitter because I need to manage my time to include 8 hours of sleep between gaming sessions. = )

    9. Re:That's stupid by GreatDane · · Score: 1

      It's a distinction between entertainment and sporting.

      Sure, if you just want to enjoy some diversion, don't waste your time on something you don't enjoy. A work of literature or artful film may be worth a bit of work in order to appreciate the beauty and to learn from it, but that's something more than entertainment or gaming.

      If you are looking to develop some aptitude, skill, or ability through a game, you're doing something other than simply seeking entertainment. In Go, you need to learn to give up on structures that are doomed. But you don't just forfeit a game as soon as you start losing. If you are going to improve as a player of Go, you must play your hardest to the end, attempting to achieve the best you can, and perhaps even snatch victory from the jaws of defeat. Same goes for pretty much any game where skill or ability come into play (athletics and strategy games being the primary examples).

      Quitting at the first sign of trouble only encourages low frustration-tolerance.

    10. Re:That's stupid by Jesus_666 · · Score: 1

      It always depends on your play style.

      Let's take UFO: Enemy Unknown aka X-Com: UFO Defense. You can treat your soldiers as fully expendable throwaway units. Stat growth is irrelevant as they will usually die as rookies anyway. Losing a few soldiers or even a full Skyranger is mainly a financial issue. In this case you won't mind a crushing defeat; you just carry on. As long as you don't run out of money or lose your last base, you're fine.

      On the other hand, some people play it more like an RPG. Your soldiers are cherished party members who will, with time, grow into superhuman killing machines. In this case you're more likely to play with relatively small squads of elite soldiers, heavily depending on stat growth in order to increase effectiveness and noting the little quirks each of them seem to have. Losing a soldier is unacceptable, both because a rookie won't be an adequate replacement for a veteran and because you lose the character. (Or you just prefer small teams of elite soldiers over waves and waves of cannon fodder.)

      Both play styles are equally correct. They reflect different attitudes and one of these attitudes doesn't mesh up with how the real world works - but video games aren't neccessarily bound by the same conventions as the real world. Just like you could argue that someone who uses the save feature to escape unwanted outcomes is a quitter and thus wrong, you could argue that someone who doesn't hasn't understood the game mechanics, which allow it. In the end both approaches appeal to different people for different reasons and no one is "wrong" in how they play as long as it entertains them.


      Gaming 101 - Have fun. Everything else is secondary.
      Gaming 102 - Okay, except you shouldn't spoil other people's fun. That's just being a douchebag.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
  37. Don't feel too bad, OP by sweffymo · · Score: 1

    Because you probably DID kill off your characters. It's not hard to save everyone in Mass Effect 2 as long as you 1) Fully upgrade your ship and 2) keep everyone loyal. If you don't upgrade the ship, then people who aren't with you end up dying. If you take the people you care about with you (For me it's Tali and Garrus) then they won't die even if you don't upgrade the Normandy. If characters aren't loyal, they may die once you're actually in the collector base.

  38. Three Words: by Anonymous Coward · · Score: 0

    Diablo 2 Hardcore. (Or any online RPG with a Hardcore mode)

    There's no do-over button when you play on the realms. You play, you take your death like a man, and you start over. At least you can blame it on your lag if you get fragged.

  39. Get your kids playing Animal Crossing by tepples · · Score: 1

    I do wonder, however, whether they teach children to look for the reset button.

    Players who reset in any Animal Crossing game are in for a sort of harassment that's far worse than the "You forgot to shut down; now wait for a ScanDisk" in Windows 98.

    1. Re:Get your kids playing Animal Crossing by lgw · · Score: 1

      Why would anyone ever play a game that harasses you? I mean seriously? The mind boggles.

      --
      Socialism: a lie told by totalitarians and believed by fools.
  40. Just have some self control... by nedlohs · · Score: 1

    I played my first play of New Vegas without making a save except for when finishing the game session (and the autosaves). The only times I loaded a save other than at the start of a session was when the game crashed (which happened a fair bit nearer the end so I played shorter sessions). If I died I was going to start all over (without such a limit on myself most likely) but didn't need to.

    It did make for some "oh shit" moments though fewer than I was hoping (Boone getting himself killed was the biggest one).

    I'd be annoyed with a game that forced me to do that though, sometimes you want to see the results of two late choice paths without having to play through the entire start of the game again...

  41. Conflicting goals by Applekid · · Score: 1

    The problem is that a desire for irreversible consequences is in direct conflict with game replayability. If you can play the game again from a saved state, or even fresh from the start, you can do things differently. In fact, for most games, it's the only reason to restart. There aren't a whole lot of games I know of that are worth replaying because it's exactly the same.

    Even action games aren't replayed exactly the same so long as the player's skill improve.

    --
    More Twoson than Cupertino
  42. Decisions and consequences in gaming by jasper_amsterdam · · Score: 1

    This is exactly the reason why I'm so looking forward to the Bioware MMO. These people to me are the absolute masters of story-based RPGs, and to have every conversation option you take be irreversible seems like just what that genre needs. Let's hope they make it a great game.

    --
    Let's put the genes back in Genesis.
  43. death is a slap on the wrist by Anonymous Coward · · Score: 0

    This is partially why I enjoyed the game Demon's Souls (a infamously hard JRPG with heavy WRPG themes from the makers of King's Field). When you die in Demon's Souls (which you will, alot), the game almost immediately auto-saves to the hard drive. It takes some kneejerk resetting in order to get past this. While the game has no big decisions to make, and is almost purely combat, this really encouraged me to watch my step and added a great deal to the atmosphere of the game.

    Another game that has a similiar fuction is the Way of the Samurai series, which prompts you to save your game after you die. You CAN ignore it and simply load up your last save from before your death, but the game gives you benefits if you start over. (The game only takes 3-4 hours at most to beat on the longest story path, though.) This

    There are ways to deal with the reset button issue, but it's hard to do so without infringing on the experience and just making new frustrations for the gamer to deal with. The games I've mentioned above are a step in the right direction.

  44. Technology is just a tool by eleuthero · · Score: 1

    Technology is a tool. The hands that use that technology are what are significant. The same theoretical base is used to create weapons that can destroy cities or power them. DNA can now be revised to rescue children from debilitating conditions... or create viruses that could kill everyone (or RNA, but anyway). The environment can be molded to our liking either in a building through climate control or outdoors through selective planting / irrigation / pollution management. Nerves can be transplanted now (I don't have any medical journals to point you too since this was something considered impossible when I was little, but my neighbor had this done after a rather bad motorcycle accident) but at the same time, people can use the same technology to harvest organs. Technology is neither savior nor demon -- it simply is. If it simply is there to be used, then how the individual acts is important--modeling himself after a messiah or a devil.

  45. But, again, if I wanted that I'd play "reality" by Moraelin · · Score: 4, Insightful

    Yes, but going on about how it's like reality, is kinda silly in a thread where that's actually the whole complaint. If I wanted something that's exactly like reality, I'd be in reality, not in a computer game.

    What I want from a game is something _entertaining_. Realism or any other considerations are not the primary qualities there. They're only good if they help make a more entertaining experience, and should just get the fuck out of the way if not. It's that simple.

    In fact, I'd go on a limb and say that even those chanting the silly "but it's like REALITY" mantra, wouldn't really want a game that is exactly like reality. An actual true-to-reality simulation of a medieval adventure would probably be more like:

    You're not some noble adventurer, you're a serf (about 80% of the population was.) If you get off your master's demesne to explore anything, you're now a wanted fugitive. You'll likely spend the rest of your miserable life ploughing, reaping and helping maintain the castle and roads in the meantime. The most you'll contribute to a war is having your grain plundered by the enemy or "levied" by your own side. You'll probably die of a horrible disease before reaching 40 years old. Game over.

    Well, ok, that's not much fun. Let's try something else. *Flips through the list of Nethack classes*

    Ok, you're a knight. Most of the year you're supposed to manage 5 peasant families, and see to it that they produce enough to pay the taxes _and_ survive until next year, and maintain the roads, and pay for your horse and armour, etc. Most knights actually ploughed and reaped themselves too, to make ends meet, especially if they lost a battle differently and are still paying their own ransom. Think: like being saddled with a mortgage for life, except it's just for doing your duty to your king, not for buying a fancy car or house. In the only time when you're not doing that, you're supposed to be doing battle for your liege lord.

    Even a scratch during one of these battles can infect and kill you. But that's ok because on such campaigns you're more likely to die of some disease (even kings died of dysentery) than by the sword. And whatever doesn't kill you, will hurt like hell and make you less healthy, not stronger.

    The only time you'll actually have enough free time to go exploring dungeons is after 40, which even for most knights means you're a "senior citizen", basically. And probably by now thankful to _not_ risk your life every year. But that's ok, because there are no such dungeons to explore anyway.

    And if you do find one, see above: even a 1 inch deep poke with a sword can outright kill or disable you, not just lower your HP for a while. And even a scratch can infect and again kill you.

    Hmm, ok, maybe that's not it either... *Flips through the classes some more* Rogue. Well, that's easy, you'd be poor, do a couple of thefts and get hanged. You don't get to explore any dungeons either.

    Hmm, well, let's be generous and pretend the rogue is actually a mercenary, which is a more realistic medieval role, and we just decided we want realism:

    You're a mercenary, just by virtue that you were the second son and got kicked unceremoniously on the street when your elder brother inherited the family estate. You got treated like dirt by the knights all your life, and used as "wall fodder" in every single assault, before the more valuable troops. You're very unlikely to survive more than a couple of campaigns and causes of death include not just the enemy and disease, but also historically documented cases of the knights on your side charging through the mercenaries at the enemy. E.g., at Crecy, the French knights actually actively hacked down their own retreating crossbowmen mercenaries. In some battles you actually get to fight without pants so you can shit yourself while fighting. Yeah, dysentery was that bad. (See, Agincourt.) Each battle brings you a reminder that if captured, the nobles and knights will be ransomed, but your kind will get hanged. Y

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:But, again, if I wanted that I'd play "reality" by kv9 · · Score: 1, Insightful

      holy shit, that's quite the post.

    2. Re:But, again, if I wanted that I'd play "reality" by lgw · · Score: 1

      ou're not some noble adventurer, you're a serf (about 80% of the population was.) If you get off your master's demesne to explore anything, you're now a wanted fugitive. You'll likely spend the rest of your miserable life ploughing, reaping and helping maintain the castle and roads in the meantime. The most you'll contribute to a war is having your grain plundered by the enemy or "levied" by your own side. You'll probably die of a horrible disease before reaching 40 years old. Game over.

      You do realize the tue most successful game of 2009 was an utterly boring farming simulation? Not to disagree with your point at all, but it's amazing what people will do for fun. Heck, there are even people who "play" flight simulators.

      Racing games are the worst for the realism disease IMO. Realism for a rally game would include a random chance that the cops in the third-world hellhole you're driving across would hold you for ransom for a year, or that you'd miss a race because your navigator had a bad taco and was spewing from both ends. A realistic track game would include a chance that you'd randomly just lose a race because a 50 cent gasket blew - which IndyCar racing actually had as a feature back in the day, come to think of it.

      Screw realism in gaming. Verisimilitude matters for Fantasy/SciFi games, but that's totally different.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    3. Re:But, again, if I wanted that I'd play "reality" by Moraelin · · Score: 2

      That's a good point, but for what it's worse, I'd say those too are actually cases of "verisimilitude" rather than "realism". Well, probably even "verisimilitude" is a bit too much, but let's go with that. Basically it just has to superficially resemble the real thing.

      E.g., the farming simulation you mention actually isn't very much like actual farming. You don't get to plough and sow for months, then wait a few more months, then finally get the results of your work and... well, actually mostly you'd make ends meet with the government subsidy more than the crop. Any game where it takes a click or two to plough and plant an acre of whatever, then you click to get the crop when you wake up next morning, is not a very realistic simulator.

      Basically even for those, really, it's about entertainment not realism.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    4. Re:But, again, if I wanted that I'd play "reality" by Phantom+Gremlin · · Score: 1

      Thanks for writing that. History was never my strong suite, and they don't usually teach real history in high school anyway.

  46. Some people can't handle it by dave562 · · Score: 1

    There are some people who want their games to be a linear progression and who dislike the stress of making a "wrong" decision. On the other hand, some games are improved by having a branching tree quest logic. Fallout: New Vegas is a great game with a non-linear progression system. One of the first decisions in the game involves deciding whether or not to help the town that has saved you from the wasteland defend someone who has taken refuge there. The other side of that coin is to help the "bad guys" who are there to kill him. I probably spent a good two hours putting off that decision by doing every other quest besides that one. In the end, I made the (morally) right decision and saved the weakling from the bullies.

    The next time I play the game, you can bet that the weakling and the town foolish enough to protect him will all die together. For me, that is the fun of open ended games. They have replay value, and they change as you replay them. I tend to play them through the first time doing what I think the designers want me to do to further their idea of what the story line should be. The second time through, I make every "wrong" decision imaginable, just to see how far off track the story will go.

    In a typical game, the choices are simple. Either you make the right decision and live, or you make the wrong decision and die. In a well written game, any decision you make furthers the story. The difference is that the ending will not always be the same. Decisions should lead to outcomes and not be a simple pass or fail logic.

  47. Unavoidable Consequences is not Decision Making by curveclimber · · Score: 1

    I think what is really going on here is that video game designers have to limit the possible game outcomes due to their resources. So they do a good job of disguising the rails. I mean, whether you do A, B, or C, X is going to happen. But they spend a lot of effort making A, B, and C look like real choices. And they spend a lot of time making X look like a consequence. But an unavoidable event is not in fact a consequence.

    Those aren't choices. Real choices usually have a lot of context and don't have completely surprising outcomes. How many times have you been playing a game, made a decision, and when you saw the outcome you were, "Huh?"

  48. Mass Eeffect 2 by ildon · · Score: 1

    I hadn't read anything about the plot before I played this game, and when I was forced into the cut scene that wrecks your ship, and when I realized that it was not part of the quest I was trying to complete, but a time based event after having completed another event and then some N number of side quests, I actually did reload to my save before the original triggering event. I hadn't completed all the side quests, and I found out that, basically, for every side quest I continued to go on from that point without going to the end-game event, people on my crew were going to die. I decided that was some BULL SHIT. I had done the event that leads up to the end game sequence because I was interested in the plot. But I was also interested in the plot of the majority of the side quests. I didn't want to be punished for WANTING TO PLAY THE GAME.

    Playing one and three quarters of a game's storyline (ME1 and 3/4 of ME2) where time literally means nothing and you can gallivant across the universe at your own pace, only for time to suddenly have meaning, but the game not communicating it to you in any reasonable fashion, is bullshit. If there had been sequences like this in the previous game, or previous parts of this game, or if the urgency was actually put on the player using some kind of UI or explicit dialog (and no, "we need to do this right now!" coming out of a character's mouth in an RPG does not constitute explicit dialog, because they say that shit about their mission all the fucking time and then let you waste hours on end raising chocobos and racing them with no punishment whatsoever, so the character would have to say something like "oh shit, we only have time for maybe ONE MORE MISSION before we need to deal with this" or something equally explicit and possibly 4th-wall-breaking).

    1. Re:Mass Eeffect 2 by sweffymo · · Score: 1

      Uh... There IS a cutscene that tells you that you need to go save your crew...

    2. Re:Mass Eeffect 2 by ildon · · Score: 1

      Yes, after the fact. I'm talking about there not being an explanation in-game that going to the dormant reaper will only allow you to do 2 more missions, regardless of how many you've already done or are remaining, before you are forced to save your crew immediately or have some of them die. I went to the dormant reaper early because it seemed like a cool mission. I later had to reload my save when I found out that going to that mission early meant I was screwed. Either I'd be able to do 1-2 loyalty missions and have one half my crew die, or do more/all loyalty missions and have the other half die.

    3. Re:Mass Eeffect 2 by PhxBlue · · Score: 1

      C'mon, what did you think the Collectors were going to do with your captured crew -- feed them tea and crumpets?

      --
      !#@%*)anks for hanging up the phone, dear.
    4. Re:Mass Eeffect 2 by ildon · · Score: 1

      Like I told the other poster, it's going to the dormant reaper that triggers the series of events without informing you of the risk.

    5. Re:Mass Eeffect 2 by sweffymo · · Score: 1

      They REALLY hint at it, saying "I don't think you should do this until you're ready" and stuff like that... Pretty obvious that it's going to move the plot forward. I kinda know a lot about ME2's ploy, seeing as I have completed it ten times...

  49. Infocom games anyone? by Anonymous Coward · · Score: 0

    I particularly remember Zork III as being easy to get in unwinnable situations, though text-based games are a lot quicker to run through once you figure out the correct steps.

  50. It's all about the aggregate by Gyorg_Lavode · · Score: 1

    I think a lot of time games try to make your individual decisions important. I don't think that is really a good idea. While it happens in the real world, it is normally considered luck. If you have no reason to know the outcome of your actions, (good or bad), then the fact that something happens down the road is not a direct result of you. You could have been a random number generator.

    What I think is better is how your decisions add up in aggregate. In MMOs, and RPGs there are many times 'factions' where each action you take pleases some people and angers others. In everquest, there were zones (PoG) where certain classes wouldn't kill anything because the faction decreases caused them to be unable to participate in their class. Similarly in RPGs, you can make friends with different factions and alienate factions which can lead to everything from higher prices on goods, inability to access quests, and outright hostility by a NPC that might otherwise have sold you a loaf of bread.

    Additionally, in most games, there is something you can do to get back in the good graces. Normally it is tedious, monotinious, and takes a long time. This is how it should be. You screw up? You pay your dues.

    Ultimately, making very random, minor actions at the beginning of a game turn in to game changing problems later doesn't benefit anyone any more than a guy choosing to stay home and having his house get hit by an airplane does. (And I appologize for the poor spelling throughout this post.)

    --
    I do security
  51. Eh, it could be worse by Moraelin · · Score: 4, Insightful

    Eh, it could be worse. E.g., another Bioware specialty, the impulsive turncoat who you _do_ get to put out of his/her misery yourself because he actually joins the bad guy and starts attacking you.

    I mean, my end battle of NWN2 went something like this. Mind you, not _literally_, but a decent "artist's impression":

    So you've spent countless hours gathering your team, solving their side quests, listening to their sob stories, and training and arming them for the final confrontation with the incarnation of supreme evil. Just as you're done listening to his mandatory gloating and command your team to draw your weapons, your druid interrupts:

    Druid: "Err, actually I'm joining him against you."
    You: "What the...? This is the guy who killed all your friends, desecrated your sacred grove, and tried to kill you. Repeatedly. And you're joining him?"
    Druid: "Err, yes, but you never bought me a pony!"
    You: "Lady, there are no ponies in this game."
    Druid: "Excuses, excuses. And you only listened to me sob about how mom loved my sister more than me 100 times, disregarding my emotional need to do that before and after each rest."
    You: "Lady, it's D&D. We've been hitting rest every 5 minutes so you can remember your spells. Far from me to suggest seeing a neurologist, but... anyway, there's no freaking way anyone'll start _that_ talk again every 5 minutes."
    Druid: "Hrmpf! That's just the kind of insensitivity I'm talking about! Well, I'm off!"
    You: "Damn! Ok, anyone else feel like sharing anything like that?"
    Paladin: "Actually, I'm switching sides too."
    You: "What the hell? Dude, why? I thought we were like brothers!"
    Paladin: "Your blatant disregard of the lawful good ethos, that's why. I counted no less than 5 cases of jay walking, 2 broken promises to find someone's lost kitten and respectively heirloom underpants, 4 cases of public drunkenness..."
    You: "Ok, ok, I get the idea. But that guy is chaotic evil and your sworn arch-enemy!"
    Paladin: "Eh, I'll just atone afterwards."
    You: "Fuck! Anyone else?"
    Rogue: "Me too."
    You: "But... but... didn't I buy you all that stuff, and go on all your silly quests to find your long lost puppy and chuck eggs at your ex-boyfriend's house, and all that?"
    Rogue: "Yeah, but you never read me bedtime stories, and made fun of my cap with cat ears, and seemed to enjoy telling me that there's no Santa."
    You: "Lady, you're twenty-eight years old. That's twenty years overdue to learn about Santa."
    Rogue: "Hrm. Meanie. Besides, just look at him. He's sooo dreamy with those bulging muscles and red glowing eyes..."
    Evil Boss: "I'LL RIP YOUR HEART OUT AND EAT IT!"
    Rogue: "Oooh, kinky!"

    It may even seem palatable when it's, say, the immature nerd stereotype of a sorceress that does an impulsive jumping ship because she thinks you (as a male character) like the male mage more than her. It's more of a WTF when it's the mature, level headed mage guy who is on a mission to stop the Evil Boss deserts to him and fights you, because he thinks you like the sorceress more than him.

    I mean, fuck, I'm even all understanding about other lifestyles and orientations and all, but trying to kill me for liking the girl more is a bit extreme ;)

    Or like in KOTOR where, because Bastilla got kidnapped and tortured by Darth Malak, while I on the other hand am on a quest to save her, of course the next time I meet Bastilla, she tries to kill me for Malak. I mean, gee, Stockholm Syndrome is good and fine, but when you start killing people for the guy that kidnapped and tortured you, you're taking it a tad too far ;)

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Eh, it could be worse by ravenshrike · · Score: 2

      In fairness to the KOTOR plot, there does seem to be an awful lot of that mentality flying around the Star Wars universe.

    2. Re:Eh, it could be worse by Jesus_666 · · Score: 3, Funny

      I call that kind of charater the Bioware woman. Bastila is a great example, as is Aribeth of Neverwinter Nights. In both cases they are staunchly good to the point of annoyance only to immediately succumb to absolute evil near the end of the game, deciding that the big bad's plan of destroying the world is A-okay.

      Bioware usually writes damn good characters but they love this kind of character so much that it's becoming a) formulaic and b) hard to take seriously anymore.


      Aribeth: "I have joined the bad guys because my lover was wrongfully executed! Oh the sorrow..."
      Player: "Well, of course you did."
      Aribeth: "...the pain, the-- what?"
      Player: "Yeah, you're female, you used to be lawful good and we're in a Bioware game. Of course you'd turn chaotic evil and join the bad guys. I saw this coming since chapter one."
      Aribeth: "I will not have you mock my hardship! Die, you--"
      Player: "Yeah, whatever. We both know you're just a tiny speed bump between my party of epic-level demigods and the final battle. Your new name is Mid-Boss."
      Mid-Boss: "I should've signed up with Nippon Ichi..."


      Of course in a Nippon Ichi game she'd face a party of level 9999 demigods.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    3. Re:Eh, it could be worse by Anonymous Coward · · Score: 0

      Wasn't NWN2 created by Obsidian? Or did Bioware's writers do the plot?

    4. Re:Eh, it could be worse by Moraelin · · Score: 1

      Wasn't NWN2 created by Obsidian? Or did Bioware's writers do the plot?

      Hmm. Good question. Still, both seem to love that kind of twist, so the point is kinda moot.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    5. Re:Eh, it could be worse by Squeeself · · Score: 1

      FYI, NWN2 was not made by BioWare, but by Obsidian...

  52. Words of Wisdom: by Anonymous Coward · · Score: 0

    DO NOT EAT THE CUSTARD PIE.

  53. Many gamers explore all game paths by Maxo-Texas · · Score: 1

    Many gamers will not only go into that part of the game but go as far as the game allows them too. They are not put off but instead laugh gleefully as they find they can kill their crew and the cute cat they are supposed to love.

    --
    She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  54. Eh, not even just women by Moraelin · · Score: 4, Informative

    Well, it's probably not a bad name for it, but in all fairness it's not just the women.

    E.g., I explicitly mentioned the Paladin, and he's not just a guy there, but one of the hardest cases to wrap my mind around. I mean, they spend the whole game characterizing him as the guy who does what's right for the people, and fights evil just because he's a Paladin... and then, bam, he'll refuse to fight the Ultimate Evil Boss (TM) because I talked to the Ranger more than to him. WTF? What kind of a two-year-old's reaction is that? And where's that whole paladin ethos now?

    And it's pretty much gotten worse recently. I mean, far from me to suggest it's because they were also selling a DLC with presents to improve the mood of party members, but in Dragon Age otherwise pretty much the only role you could actually role-play and have your party members stay with you was that of a sycophant. You had to pretend to be the good and honourable guy to one character, the might-makes-right insensitive prick/cunt to the other, while reassuring another that you too love backstabbing innocents and kicking puppies, while being the mopey goth who hates all humanity to a fourth, and so on, while also managing who's within earshot when you do that. Pretty much any having a consistent personality of your own is punished by the game swift and hard. And even then you get random unpredictable twists like the devout fundie party member throwing a fit and liking you less, if you bring some soldiers religious symbols to raise their morale before a fight. (She thinks real faith has to come from within, see?) So better save often and try with a different party when that happens.

    But yeah, you're right, that's my problem: I'm starting to find it difficult to take some characters seriously any more.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Eh, not even just women by Anonymous Coward · · Score: 1

      but in Dragon Age otherwise pretty much the only role you could actually role-play and have your party members stay with you was that of a sycophant. You had to pretend to be the good and honourable guy to one character, the might-makes-right insensitive prick/cunt to the other, while reassuring another that you too love backstabbing innocents and kicking puppies, while being the mopey goth who hates all humanity to a fourth, and so on, while also managing who's within earshot when you do that. Pretty much any having a consistent personality of your own is punished by the game swift and hard. And even then you get random unpredictable twists like the devout fundie party member throwing a fit and liking you less, if you bring some soldiers religious symbols to raise their morale before a fight. (She thinks real faith has to come from within, see?) So better save often and try with a different party when that happens.

      WTF? Seriously, WTF? I played a consistent character yet nobody left. Sure they disapproved every once in a while, some more than others, but so fucking what? It's not the end of the world. If you want everyone to love you, then yeah, you'll need to be a sycophant, but you can easily get most party members to like you.

  55. Trent or Tiffany ? by DontScotty · · Score: 3, Funny

    "Joe's Bar, Upper Sandusky, Ohio, Earth

    You begin the game in this, er, fine establishment. The urge you feel is the urge to urinate. Pick one of the bathrooms (women northeast, men northwest); this will determine your character's sex for the game"

    Now THERE's REAL CHOICE!!!

    Plus, you can use the scratch and sniff card to smell pizza!

    "For Your Amusement:
    Don't go to the bathroom.
    Buy a beer before relieving yourself.
    Play as a man if you are a woman, or vice versa.
    After selecting one bathroom, try entering the other.
    Urinate somewhere other than in the toilet (e.g., the sink).
    Flush the toilet.
    Eat the pizza. Then vomit. "

  56. why? by Anonymous Coward · · Score: 0

    why is this forum post a main page slashdot article?

  57. Consequences? by Anonymous Coward · · Score: 0
  58. Fallout: New Vegas by theamarand · · Score: 1

    I've been playing Fallout: New Vegas a lot recently, and it's directly because of the different paths I can take. In real life, my options are pretty clear-cut as far as theft and murder, as are the consequences when caught. In a video game, I always play through the first time as a "good" player: not stealing anything marked as owned, and not killing anyone until they "show red." It makes playing the game a little easier, knowing which characters you can kill with no repercussions and which will give you bad karma and standing.

    In New Vegas, it's generally clear when I'm working for the good guys (NCR/democracy) and when I'm not (Legion/slavers). I play the game as good, by doing good things. If something bad happens, it's generally not because of any choices I've made, unless that's just the way the story goes.

    While I do prefer the linear storyline concept, I also like the semi-randomness of an open-world. Yes, the choices I make should make a difference in the way the game reacts to me, but I don't think that one false move should cause me to restart my game, either. If I spent a few hours playing an evil character (killing good guys, not killing bad guys, stealing and looting) and something bad happens as a result, that's cool - Hollywood logic. I guess the problem occurs when a random event happens despite what you do (zero control) or counter to what you do (inverse control).

    People have to keep reminding themselves that it's just a game, that game designers make choices to try and differentiate the game-play from all the other games out there, and sometimes they make decisions that don't fit your style or expectations of a good game. Having said that, I think there needs to be a full-blown sequel to both Red Dead Redemption and Borderlands. Those were fun games, but the narrative story was way too short with somewhat limited replay value for me. I did like the zombie pack for Borderlands, though....

  59. me too by Anonymous Coward · · Score: 0

    I did the same kinda thing with Metro 2033 - the first scene kills the character, no matter what. Then it cuts back in time and the game actually starts. As I was getting killed in the first scene, I was thinking "HOLY $ this is the hardest game I have ever played!!!" Then on the screen came "3 days earlier..."

  60. Be responsible for the consequences of the actions by Gaian-Orlanthii · · Score: 1

    I'm seeing an awful lot of comments about games that were obviously badly written and badly thought through.

    What about when game designers make a conscious decision to make the player responsible for his/her failures without making the cause of failure something needlessly beyond the player's control?

    For example:
    Alien VS Predator had a mechanism by which the player was allowed only three saves per level. Three. No more. The player was never told how long the missions were going to be or what kind of enemy he/she was up against. If the player died on the last save - tough. Game over, man. Game over.

    Naturally, gamers whined and whined until Rebellion caved and released a patch allowing unlimited saves.

    Ironically, years later gamers would whine and whine about games like Bioshock removing all consequences of failure entirely.

    Fuck the whiners. Take responsibility for your actions (good or bad) and prepare yourself for the consequences. That's what real heroes and heroines do.

  61. But Thou Must pattern by tepples · · Score: 1

    I stopped playing right there because when I control a character I make the choices.

    I guess there are a lot of games where you don't get far, given the prevalence of the But Thou Must pattern in video game design.

  62. back in the bad old days by pbjones · · Score: 1

    a decade ago when games were simple, I/we had discussions about restarts and there was a real suggestion that If you died then you would have to start the games from the very begining, no levels, no saved games to fall back on. That the choices that you make are irreversible. But as it has already been said, these are games, not real-life(tm).

    --
    There was an unknown error in the submission.
  63. Unforseen Consequences in Elite II by Spottywot · · Score: 1

    I remember many years ago playing Elite II on my beloved and much missed Atari STE, I'd got a little bit bored doing the usual trade runs, robots spare parts etc, and I decided to do a couple of slave runs in a couple of finge systems. Anyway, after buying my first consignment of slaves I took off, and once in orbit I did the usual checks, Fuel, Navigation, and Inventory etc. I did a double take when the inventory showed I had 20 tonnes of fertilizer but no slaves! Had I been ripped off by the trader (obviously unscrupulous slave trader) on the surface? Was that even possible in the game world? After much head scratching I still couldn't work it out so I checked the price of fertilizer on the trading boards to see if I could cut my losses slightly, the answer was a resounding no, so I dumped my cargo. To my great surprise I saw that the 'fertilizer' looked remakably like hundreds of human bodies floating through space.

    After another round of checks I found out what happened, I had not installed the cargo hold of my ship with life support! At the time I was very impressed with the attention to detail that went in to that game, I still am today, I could have gone back to another save point and done it again but that would of pissed all over the intentions of the game, it would wiped out something and negated the thing I was supposed to learn, my experience and my immersion in that game would've been tainted.

    I've got probably got at least half a dozen little 'intersting'(depends who you are i guess) anecdotes from that game and I haven't played another game in the last 20 years(my god it really was that long ago) that has given me an experience like Elite II. I wish I still had the maps (came in the box) and an emulator so that I could play it without suffering those godawfull frame rates if you were treated to if you fought anything larger than a boiled egg! Sigh....

    --
    In a cybernetic fit of rage she pissed off to another age...
  64. INSERT COIN by tepples · · Score: 1

    "If you mess this chance up 3 times, your Game will be irrevocably made unplayable and you'll have to pay us more money to restart."

    This form of gameplay died with video arcades.

  65. From a cut scene? by Anonymous Coward · · Score: 0

    You said your heart was pounding and you got all wired up over....a cut scene?

    That's pretty, ummmm, I don't actually think there's a word for it in the English language, but its nothing good.

  66. Not really by Moraelin · · Score: 1

    Not really. I don't get a second chance at the couple of hours of redoing since the point when I should have taken some gizmo or did a party member's quest differently. I still have X hours a week to get entertained, and no reloading will give me those back.

    And really, I could use them to redo that stupid game, or I could use them to do something more entertaining. If such a more entertaining thing exists that I could dump those hours into, then it's a stupid use of them to dump them into the less entertaining alternative out of just some stupid idea of not being a quitter.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  67. No, that's false by Moraelin · · Score: 1

    Actually, no, that's false. Virtually _all_ Go games end in recognizing that there's no point in continuing.

    Another thing that separates the newbies from those who have at least minimal clue is to recognize when the only smart move is not to play. Yeah, you may recognize that from the movie Wargames, but it's also how Go works. It's very valid to just pass your turn, to _not_ make a move at all, if it's actually more disadvantageous to make one.

    A Go game ends when both don't want to make a move any more, even if often that means one of them being fully aware they're conceding defeat. Just because continuing would at best achieve nothing, and at worst just increase the opponent's score some more.

    Then you move to scoring, which again consists of both players conceding whole chunks that they consider impossible to defend. Yeah, sure, that group of my pieces are dead even if they didn't get removed from the table, just add the whole chunk to your score. If there is a disagreement as to whether a chunk can be defended or not, they resume play for it, but again that may actually be the worse choice if they are indeed impossible to defend.

    The notion of hanging in there to the bitter end and not being a quitter is pretty stupid in Go, all around.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  68. What about the consequences of forced options? by Aphoxema · · Score: 1

    Playing Red Dead Redemption, I understand perfectly well that John Marston is not a good guy. I know he has one goal and he'll do just about anything to capture his bounty to see his wife and child again, buuuuuuuut...

    I really didn't want to work for Allende and de Santa. I had a really hard time shooting the rebels, I purposely failed the missions in different ways to see if I could evoke a different consequence, but no. As far as I could tell, I was stuck with the fascists, who of course betrayed me, then I joined the rebels I'd been fighting.

    I understand it's how stories go, how role-playing works. I got over it, I played the "more bad guy than a moment ago", but it was unsettling being required to do something like that to progress in the storyline while the pro/ant/pro/ant/protagonist ambiguously resists then submits to everything not-good but adultery.

    I tell myself I'd refuse, but I can't help but feel like the non-existent victim's torturer in Milgram's experiment. It's just a game, right? right? Is it really?

    --
    "Most people, I think, don't even know what a rootkit is, so why should they care about it?"
  69. Or.... by brunes69 · · Score: 1

    You could, you know, be reasonable and just look up the game FAQ and see...

    Is it really that hard for people to read through to their current sequence without reading ahead for spoilers?

    I do this all the time for my games, namely because after 30 mins of being stuck in the same hole not sure what to do the thing turns from a game into a frustration for me.

  70. On the other hand by kieran · · Score: 1

    Much as I loved ME1, it did for me have one big flaw: completing the side-missions didn't fit with the story. The main storyline is a rollercoaster that should have you pelting at full speed to the next major plot world, and if you do buy into this you feel obliged to leave all the side-missions until you've completed the main campaign... at which point they're no longer available to you.

    I mean sure, I replayed it, but it did strike a bum note the first time around.

    1. Re:On the other hand by DavidTC · · Score: 1

      Yeah, but it's hard to figure out how to do that differently, and all RPGs have that problem to some extent...why are you screwing around getting a cat out of a tree when the fate of the world is in the balance?

      I didn't say ME had fixed all realism problems with RPGs. ;) Just one where, inexplicably, the protagonist is played as 'evil' and has absolutely no motive for what he's doing. (And, no, tiny rewards of cash are not reasonable reasons to do that sort of nonsense.)

      And they did that by not letting you play evil, but in a way that almost no one notices, because you can still play as 'violent immoral jerkass', an utter antihero, but still have entirely in-character behavior the entire time you are saving everyone.

      --
      If corporations are people, aren't stockholders guilty of slavery?