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August 24th, 2007, 01:23
I like what Michael Madej is trying to achieve with this but can see the concern too. Generally speaking, I don't like it when choices I thought were clear turn out all wrong. What's the fun in that? If I'm going to decide something significant, I'd like to have a chance to realize that and consider my decision carefully.

But RPGs really should be challenging, and their worlds should seem genuine and alive. Instead of being driven solely by answers to multiple-choice questions, they should react, somehow, to the decisions the player makes throughout the game and the way he carries them out. That might change the player’s approach from thinking in terms of beating the game to thinking in terms of the role he’s playing and the potential impact of that.

Oh, I wish I had a river I could skate away on. But it don't snow here. It stays pretty green. I'm going to make a lot of money, then I'm going to quit this crazy scene. — [Joni Mitchell]
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