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January 2nd, 2013, 14:09
Originally Posted by rjshae View Post
Maybe story-telling games need to be written as a form of self-correcting time travel, in that players can appear to cause events to vary significantly, but the game's "time-line" works to correct those deviations? Thus the player can vary the approach to the ending by some amount, but not enough to cause a major timeline rift. That would allow the story to bounce around within a certain range of outcomes, but not to the massive extent required to finish an ever-branching story.
I don't know how you can make it work that way. How many times can you pull a 'time travel' trick? Besides, unless time travel already exists in the game world, to me as a player it would be as much a cheap ending as the ones in ME3.
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