Rise of the Argonauts - Interview @ Eurogamer
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August 10th, 2007, 15:11
I like what they say about choices and consequences, especially about tying dialog choices to feed into game mechanics rather than the other way around.
I wonder, though, which kind of choice they're talking about — narrative choice or gameplay choice. Of course, either is better than irrelevant choice (e.g. Oblivion — you can choose to do anything you like, but none of it makes any difference) or no choice at all (e.g. any corridor run-n-gunner).
So far, it sounds like they're talking about gameplay choice — choices you make affecting the powers you have and the ways you can attack problems in the game. I would be even more interested if there was narrative choice — that is, choices you make profoundly affecting the world, the storyline, or other characters around you.
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